SGOTM 08 - Fifth Element

We are on turn 187. If we want to finish by turn 250, we need to get moving on the ohter continent. 250-187=63 turns left.

We can get the cats and healthy troops to Lisbon in 4 turns. The healer can heal the other units in 2 turns (so they will be 2 turns behind). Assuming 2-3 turns of wall pounding we should take Lisbon in about 8-9 turns. After Lisbon we need to take our stack to Lagos to meet up with Galleons. We will need at least 6 and probably 8 galleons to move our troops in position to take Delhi.

Lisbon falls in 8 turns.
1 Turn to upgrade to rifelmen (9 turns).
4 more turns to get to Lagos (13 turns).
2 turns to heal/upgrade more troops (15 turns).
2 turns to move galleons to the edge of India's cultural borders (17 turns).
2 turns to land troops near Delhi (19 turns).
Take Delhi (20 turns).

The above scenario is a best case scenario. It is still a bit behind the power curve for a turn 250 finish. In 20 turns we will have only 43 turns remaining to take out India, Rome, and at least one city from Celtia and HRE to get the wonders. We also need to destroy or vassalize AI opponents to get our victory.

Here is my TS plan:

War plan (outlined in more detail above): Take Lisbon and continue towards Lagos. Move 4 (soon to be 5) Galleons into position to meet troops in Lagos. Upgrade 2 Triremes to Galleons for a total of 7 transport ships. It will probably take more than 20 turns (so I will not do this on my TS...it will have to be followed by players on the next few TS) to get Delhi, that plan is a best case.

Research: Gunpowder (1 turn), Rifeling (4 turns)...switch to 0% to get gold for upgrading units...Physics, Chemistry, Steel.

Civics: Whip some stuff and then switch to Caste System. Keep running other civics including Free Religion.

Build Queue:
5th - Finish Bank (1 turn), Customs House (4 turns)
Parma - Finish Longbow (2 turns...whip?), Grocier (7 turns), Bank (10 turns)
Marbles - Bank (2 turns...whip?), Customs House (5 turns)
Engineering - Knights (3 turns each)
Stoneopolis - Galleon (2 turns...whip?), Customs House (23 turns)
Far Canal - Forge (5 turns), Macemen (5 turns)
Ulundi - Barracks (3 turns), Macemen (3 turns each)
Nobamba - Observatory (6 turns)...what to build next, maybe University (10 turns)???
Santarem - Currently building Forge (46 turns) is only size 1 with little production.
Leiria - Library (2)...add ahead of Library (or whip library?) Barracks (4 turns), Maceman (6 turns)
Evora - Lighthouse (5 turns), Granary (5 turns)
Oporto - Library (91 turns)...currently in revolt will improve.
 
Rifling is 3T away, perhaps a little as 2T with some MM.

I had this in an earlier post:
Tech Path - Finish GP 1T, then what Rifling 2T or should we get Physics for the GS before Gandhi does? He has 2T left in Constitution.

I think getting the free GS is worth the slight detour.

Actually Rifling is like 6 away (not 3). Our GA ends next turn.

Gandhi is nowhere near Physics, so no need to detour. Chem, steel are more important. We'll need some frigates to clear the waters and it'd be nice to start IW. Then probably Physics. I need to look.
 
Isn't our army big enough to split and take Coimbra simultaenously?

Do not finish the longbow, and don't whip Parma. It grows too slowly. Just switch to bank and crank up the hammers. We really want that bank in before we run 0% research. It's too bad this building was delayed.

Customs houses: I'm not sure I like this idea. Certainly not for everyone (like Stoneop)

Please go back and read my post which commented on the build q for each city. I see you still have no military scheduled in our one key military city!
 
Stoneopolis is getting about 16 commerce from trade routes. +100% is a good move. There isn't much else to do in Stoneololis. It can't really contribute to our military and it doesn't have enough production to build a wonder. We ned to maximize commerce from trade which will continue even after we DOW provided we don't get dogpiled. As we vassalize one AI we can DOW another so commerce from trade should stay continuous.

The only wonder available is the Krem. We can probably build military for the next 15-20 turns and then select a few cities to build wonders as they become available.
 
I got the impression, back when we were building harbors, that the +50% bonus is not clear to everyone. +100% does not mean +16 in your example for Stoneopolis. That would be amazing. I'm no trade route expert, but its something like +1/route. so probably +4. And it could be less, or even zero if that city doesn't have foreign, overseas routes. As our empire grows in # of cities and we declare war on some of the AI, we get little benefit. The capitol, and probably Ulundi are exceptions.
 
+1 per route? I think more, but it would behoove to check the city itself. If the 16 comes from OS routes, then taking off the 50% for the harbour (the bonuses don't multiply, of course), then the 100% from the customs would add about 10, wouldn't it? IIRC, cities can only trade with 1 OS city, and match up by city size (is this right?), so only our biggest cities would maintain the benefit through war and AI merc (I think I noticed Gandhi going into merc), so wouldn't it be worth putting customs houses in these cities?
 
Here is the save.

Here is the Autolog.
Spoiler :
Fifthburg begins: Customs House (4 turns)
Parma begins: Bank (10 turns)
Parma begins: Grocer (7 turns)
Marbles begins: Customs House (5 turns)
Engineering begins: Knight (4 turns)
Engineering begins: Knight (4 turns)
Stoneopolis begins: Observatory (19 turns)
Stoneopolis begins: Confucian Temple (10 turns)
FarCanal begins: Maceman (5 turns)
FarCanal begins: Maceman (5 turns)
Ulundi begins: Maceman (3 turns)
Ulundi begins: Barracks (3 turns)
Ulundi begins: Observatory (7 turns)
Ulundi begins: Market (5 turns)
Nobamba begins: Maceman (2 turns)
Nobamba begins: Maceman (2 turns)
Nobamba begins: Maceman (2 turns)
Nobamba begins: Knight (3 turns)
Nobamba begins: Knight (3 turns)
Nongoma begins: Forge (9 turns)
Nongoma begins: Confucian Temple (6 turns)
Leiria begins: Barracks (4 turns)
Leiria begins: Maceman (6 turns)
Leiria begins: Maceman (6 turns)
Évora begins: Granary (5 turns)
Research begun: Rifling (1 Turns)
Research begun: Chemistry (1 Turns)
Research begun: Steel (1 Turns)
Tech learned: Gunpowder
Fifthburg finishes: Bank
Marbles finishes: Bank
Engineering grows: 13
Stoneopolis grows: 10
Stoneopolis finishes: Galleon
A Village was built near Ulundi
Nobamba grows: 8
Nongoma finishes: Library
Santarém grows: 2
Leiria finishes: Library
Golden Age ends
Civics Change: Suryavarman II(Khmer) from 'Slavery' to 'Caste System'

Turn 188/500 (1280 AD) [20-Nov-2008 18:01:48]
Ballista Elephant promoted: Combat II
A Mine was built near Nongoma
Marbles grows: 13
Nobamba finishes: Maceman
Évora's borders expand
Confucianism has spread: Calcutta (Indian Empire)

Turn 189/500 (1290 AD) [20-Nov-2008 18:07:20]
Engineering finishes: Knight
Ulundi finishes: Barracks

Turn 190/500 (1300 AD) [20-Nov-2008 18:09:21]
Fifthburg grows: 17
Nobamba finishes: Maceman
Nongoma grows: 9
Leiria finishes: Barracks
While defending in Portuguese territory at Lisbon, Knight defeats (8.70/10): Portuguese Catapult (Prob Victory: 97.7%)

Turn 191/500 (1310 AD) [20-Nov-2008 18:11:24]
A Workshop was built near Engineering
A Mine was built near Évora
While attacking in Portuguese territory near Leiria, Knight defeats (6.10/10): Portuguese Catapult (Prob Victory: 99.6%)
Fifthburg finishes: Customs House
Marbles grows: 14
FarCanal grows: 13
A Hamlet was built near FarCanal
Santarém grows: 3
A Village was built near Leiria
Heinz Guderian (Great General) born in Fifthburg
While defending in Portuguese territory near Évora, Knight defeats (3.30/10): Portuguese Catapult (Prob Victory: 53.2%)
While defending in Portuguese territory at Lisbon, Knight defeats (8.70/10): Portuguese Catapult (Prob Victory: 97.7%)
While defending in Portuguese territory near Leiria, Knight loses to: Portuguese Axeman (3.85/5) (Prob Victory: 2.3%)
Attitude Change: Joao II(Portugal) towards Augustus Caesar(Rome), from 'Cautious' to 'Pleased'

Turn 192/500 (1320 AD) [20-Nov-2008 18:13:52]
Fifthburg begins: Colosseum (2 turns)
Fifthburg begins: Galleon (2 turns)
Fifthburg begins: Galleon (2 turns)
Tech learned: Rifling
Fifthburg finishes: Colosseum
Parma grows: 10
A Hamlet was built near Fifthburg
Engineering grows: 14
A Village was built near FarCanal
Ulundi finishes: Maceman
Leiria grows: 4
Évora finishes: Granary

Turn 193/500 (1330 AD) [20-Nov-2008 18:18:13]
While attacking in Portuguese territory at Lisbon, Catapult loses to: Portuguese Longbowman (4.56/6) (Prob Victory: 0.4%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (0.40/8): Portuguese Longbowman (Prob Victory: 77.9%)
While attacking in Portuguese territory at Lisbon, Maceman loses to: Portuguese Axeman (0.40/5) (Prob Victory: 79.7%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (5.60/8): Portuguese Swordsman (Prob Victory: 97.0%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (5.76/8): Portuguese Swordsman (Prob Victory: 99.0%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (6.88/8): Portuguese Swordsman (Prob Victory: 99.2%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (6.88/8): Portuguese Horse Archer (Prob Victory: 99.2%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (5.60/8): Portuguese Horse Archer (Prob Victory: 96.2%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (6.80/8): Portuguese Horse Archer (Prob Victory: 97.3%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (5.60/8): Portuguese Spearman (Prob Victory: 97.4%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (4.16/8): Portuguese Horse Archer (Prob Victory: 95.7%)
While attacking in Portuguese territory at Lisbon, Ballista Elephant defeats (4.64/8): Portuguese Catapult (Prob Victory: 99.0%)
While attacking in Portuguese territory at Lisbon, Maceman defeats (6.80/8): Portuguese Axeman (Prob Victory: 100.0%)
Captured Lisbon (Joao II)
Lisbon begins: Library (91 turns)
Marbles finishes: Customs House
Engineering finishes: Knight
Stoneopolis grows: 11
Stoneopolis finishes: Confucian Temple
FarCanal finishes: Forge
A Village was built near Nobamba
Nobamba grows: 9
Nobamba finishes: Knight
Nongoma grows: 10
Évora grows: 3

Turn 194/500 (1340 AD) [20-Nov-2008 18:24:44]
Marbles begins: Market (7 turns)
Stoneopolis begins: Observatory (17 turns)
A Farm was built near Santarém
Fifthburg finishes: Galleon
Isambard Kingdom Brunel (Great Engineer) born in Engineering
Nongoma's borders expand
A Village was built near Santarém
Oporto's borders expand

Turn 195/500 (1350 AD) [20-Nov-2008 18:28:24]
Maceman promoted: Combat I
A Workshop was built near Engineering
Marbles grows: 15
Nobamba finishes: Knight
Confucianism has spread: Setia (Roman Empire)

Turn 196/500 (1360 AD) [20-Nov-2008 18:30:56]
Nobamba begins: Rifleman (3 turns)
Nobamba begins: Rifleman (3 turns)
Nobamba begins: Rifleman (3 turns)
Nobamba begins: Rifleman (3 turns)
Nobamba begins: Confucian Temple (4 turns)
While attacking in Khmer territory at Lisbon, Maceman defeats (5.36/8): Portuguese Catapult (Prob Victory: 96.5%)
Fifthburg finishes: Galleon
Engineering finishes: Knight
Santarém grows: 4
Leiria grows: 5
Civics Change: Gandhi(India) from 'Slavery' to 'Caste System'

Turn 197/500 (1370 AD) [20-Nov-2008 18:34:16]
Fifthburg begins: Maceman (2 turns)
Fifthburg begins: Maceman (2 turns)
Fifthburg begins: Maceman (2 turns)
Engineering begins: Knight (3 turns)
Engineering begins: Confucian Temple (3 turns)
Engineering begins: Knight (3 turns)
Engineering begins: Confucian Temple (3 turns)
Tech learned: Nationalism
Tech learned: Drama
Tech learned: Theology
Tech learned: Music
 
Highlights from my TS (had to split into 2 posts):

We took Lisbon as planned. I split the forces to take the next two cities as recommended by Wasting Time. We only lost one Maceman in the combat and one Knight to a weak counterattack.

I have upgraded all of the Macemen with CR3 to Rifelmen. I upgraded our Super Medic to a Rifelman too. I moved some Macemen with CR2 to the north to gain more exp (for CR3) before they upgrade. The Super Medic is currently camped in Lisbon while the CR3 Rifelmen are headed west.

I traded on the last turn. We got Nationalism, Drama, and 400 gold for Liberalism from Ghandi, but I had to throw in Printing Press (he only had 2 turns left for Printing Press anyway, so it reduced his research time for Democracy by only 2 turns). I also traded Paper for Theology and Education for Music with Greece and Celtia to round the early techs that we were missing.

Triremes can only be upgraded to Caravals so that is what I did (50 gold each). I built 2 more Galleons in 5th to make up for the Caravals. We can use the Caravals to guard from barbarian ships while our Galleons rondovous to pick up our invasion forces.

I got an event that gave me the choice of 270 research towards Chemistry or +1 from a Library. I took the 270 since we don't plan for this game to last long enough for the 2nd option to pay off.

I sent 2 workers to rebuild the iron mine near Evora before sending them back up to build farms near the small cities that are further removed from the front lines. Other workers built workshops near our larger cities.

Here is the turn log.
Spoiler :
Here is your Session Turn Log from 1270 AD to 1370 AD:

Turn 187, 1270 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (11.04)
Turn 187, 1270 AD: Combat Odds: 2.0%
Turn 187, 1270 AD: (Plot Defense: +14%)
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 29 (71/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 13 (87/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 29 (42/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 29 (13/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 29 (0/100HP)
Turn 187, 1270 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 187, 1270 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (8.56)
Turn 187, 1270 AD: Combat Odds: 9.2%
Turn 187, 1270 AD: (Plot Defense: +14%)
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: (City Attack: -20%)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (74/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (48/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (22/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (0/100HP)
Turn 187, 1270 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 187, 1270 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (8.56)
Turn 187, 1270 AD: Combat Odds: 9.2%
Turn 187, 1270 AD: (Plot Defense: +14%)
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: (City Attack: -20%)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (74/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 14 (73/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (48/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (22/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 14 (59/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 14 (45/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (0/100HP)
Turn 187, 1270 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 187, 1270 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (8.68)
Turn 187, 1270 AD: Combat Odds: 8.8%
Turn 187, 1270 AD: (Plot Defense: +14%)
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (74/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (48/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 14 (77/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (22/100HP)
Turn 187, 1270 AD: Suryavarman II's Catapult is hit for 26 (0/100HP)
Turn 187, 1270 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 187, 1270 AD: Suryavarman II's Maceman (8.80) vs Joao II'sCrossbowman (4.75)
Turn 187, 1270 AD: Combat Odds: 98.4%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: (City Attack: -75%)
Turn 187, 1270 AD: (Combat: +50%)
Turn 187, 1270 AD: Joao II's Crossbowman is hit for 24 (48/100HP)
Turn 187, 1270 AD: Joao II's Crossbowman is hit for 24 (24/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 187, 1270 AD: Joao II's Crossbowman is hit for 24 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman has defeated Joao II's Crossbowman!
Turn 187, 1270 AD: Suryavarman II's Maceman (8.80) vs Joao II'sCrossbowman (4.72)
Turn 187, 1270 AD: Combat Odds: 98.4%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: (Fortify: +15%)
Turn 187, 1270 AD: (City Attack: -75%)
Turn 187, 1270 AD: (Combat: +75%)
Turn 187, 1270 AD: Joao II's Crossbowman is hit for 23 (40/100HP)
Turn 187, 1270 AD: Joao II's Crossbowman is hit for 23 (17/100HP)
Turn 187, 1270 AD: Joao II's Crossbowman is hit for 23 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman has defeated Joao II's Crossbowman!
Turn 187, 1270 AD: Suryavarman II's Maceman (8.80) vs Joao II'sLongbowman (4.04)
Turn 187, 1270 AD: Combat Odds: 99.2%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: (Fortify: +15%)
Turn 187, 1270 AD: (City Defense: +25%)
Turn 187, 1270 AD: (City Attack: -75%)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 28 (63/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 28 (35/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 28 (7/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman is hit for 14 (72/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 28 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 187, 1270 AD: Suryavarman II's Maceman (8.00) vs Joao II'sLongbowman (3.78)
Turn 187, 1270 AD: Combat Odds: 99.0%
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: (City Attack: -75%)
Turn 187, 1270 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 27 (55/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 27 (28/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 27 (1/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 27 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 187, 1270 AD: Suryavarman II's Maceman (8.00) vs Joao II'sLongbowman (3.54)
Turn 187, 1270 AD: Combat Odds: 99.8%
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: (City Attack: -75%)
Turn 187, 1270 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 27 (50/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman is hit for 14 (72/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 27 (23/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman is hit for 14 (58/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 27 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 187, 1270 AD: Suryavarman II's Maceman (8.00) vs Joao II'sLongbowman (2.90)
Turn 187, 1270 AD: Combat Odds: 99.9%
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: (City Attack: -75%)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 28 (35/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 28 (7/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 28 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 187, 1270 AD: Suryavarman II's Maceman (8.00) vs Joao II'sLongbowman (3.37)
Turn 187, 1270 AD: Combat Odds: 99.8%
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: (City Attack: -45%)
Turn 187, 1270 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 24 (21/100HP)
Turn 187, 1270 AD: Joao II's Longbowman is hit for 24 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 187, 1270 AD: Suryavarman II's Maceman (8.80) vs Joao II'sAxeman (4.59)
Turn 187, 1270 AD: Combat Odds: 99.0%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: (Combat: -50%)
Turn 187, 1270 AD: (Combat: +50%)
Turn 187, 1270 AD: Joao II's Axeman is hit for 24 (44/100HP)
Turn 187, 1270 AD: Joao II's Axeman is hit for 24 (20/100HP)
Turn 187, 1270 AD: Joao II's Axeman is hit for 24 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Maceman has defeated Joao II's Axeman!
Turn 187, 1270 AD: Suryavarman II's Knight (12.00) vs Joao II'sSwordsman (6.64)
Turn 187, 1270 AD: Combat Odds: 97.1%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: Suryavarman II's Knight is hit for 15 (85/100HP)
Turn 187, 1270 AD: Joao II's Swordsman is hit for 25 (57/100HP)
Turn 187, 1270 AD: Joao II's Swordsman is hit for 25 (32/100HP)
Turn 187, 1270 AD: Suryavarman II's Knight is hit for 15 (70/100HP)
Turn 187, 1270 AD: Joao II's Swordsman is hit for 25 (7/100HP)
Turn 187, 1270 AD: Suryavarman II's Knight is hit for 15 (55/100HP)
Turn 187, 1270 AD: Joao II's Swordsman is hit for 25 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Knight has defeated Joao II's Swordsman!
Turn 187, 1270 AD: Suryavarman II's Ballista Elephant (8.80) vs Joao II'sSwordsman (6.56)
Turn 187, 1270 AD: Combat Odds: 86.7%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: Joao II's Swordsman is hit for 21 (60/100HP)
Turn 187, 1270 AD: Suryavarman II's Ballista Elephant is hit for 18 (82/100HP)
Turn 187, 1270 AD: Joao II's Swordsman is hit for 21 (39/100HP)
Turn 187, 1270 AD: Suryavarman II's Ballista Elephant is hit for 18 (64/100HP)
Turn 187, 1270 AD: Joao II's Swordsman is hit for 21 (18/100HP)
Turn 187, 1270 AD: Joao II's Swordsman is hit for 21 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Ballista Elephant has defeated Joao II's Swordsman!
Turn 187, 1270 AD: Suryavarman II's Chariot (4.40) vs Joao II'sArcher (3.33)
Turn 187, 1270 AD: Combat Odds: 82.6%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: (City Defense: +50%)
Turn 187, 1270 AD: Suryavarman II's Chariot is hit for 18 (82/100HP)
Turn 187, 1270 AD: Suryavarman II's Chariot is hit for 18 (64/100HP)
Turn 187, 1270 AD: Suryavarman II's Chariot is hit for 18 (46/100HP)
Turn 187, 1270 AD: Joao II's Archer is hit for 21 (53/100HP)
Turn 187, 1270 AD: Joao II's Archer is hit for 21 (32/100HP)
Turn 187, 1270 AD: Joao II's Archer is hit for 21 (11/100HP)
Turn 187, 1270 AD: Joao II's Archer is hit for 21 (0/100HP)
Turn 187, 1270 AD: Suryavarman II's Chariot has defeated Joao II's Archer!
Turn 187, 1270 AD: You have captured Oporto!!!
Turn 187, 1270 AD: Suryavarman II adopts Caste System!
Turn 187, 1270 AD: You have discovered Gunpowder!
Turn 187, 1270 AD: You have constructed a Bank in Fifthburg. Work has now begun on a Customs House.
Turn 187, 1270 AD: You have constructed a Bank in Marbles. Work has now begun on a Customs House.
Turn 187, 1270 AD: You have trained a Galleon in Stoneopolis. Work has now begun on a Confucian Temple.
Turn 187, 1270 AD: You have constructed a Library in Nongoma. Work has now begun on a Forge.
Turn 187, 1270 AD: You have constructed a Library in Leiria. Work has now begun on a Barracks.
Turn 187, 1270 AD: Suryavarman II's Golden Age has ended...
Turn 187, 1270 AD: Richard Whittington (Great Merchant) has been born in Bibracte (Boudica)!

Turn 188, 1280 AD: Parma celebrates "We Love the Monarch Day"!!!
Turn 188, 1280 AD: You have trained a Maceman in Nobamba. Work has now begun on a Maceman.
Turn 188, 1280 AD: The borders of Évora have expanded!
Turn 188, 1280 AD: Confucianism has spread in Calcutta.

Turn 189, 1290 AD: Parma celebrates "We Love the Monarch Day"!!!
Turn 189, 1290 AD: You have trained a Knight in Engineering. Work has now begun on a Knight.
Turn 189, 1290 AD: You have constructed a Barracks in Ulundi. Work has now begun on a Maceman.
Turn 189, 1290 AD: Pericles has completed The Spiral Minaret!

Turn 190, 1300 AD: You have trained a Maceman in Nobamba. Work has now begun on a Knight.
Turn 190, 1300 AD: Nobamba celebrates "We Love the Monarch Day"!!!
Turn 190, 1300 AD: You have constructed a Barracks in Leiria. Work has now begun on a Maceman.
Turn 190, 1300 AD: Joao II's Catapult (5.00) vs Suryavarman II'sKnight (12.00)
Turn 190, 1300 AD: Combat Odds: 2.3%
Turn 190, 1300 AD: (Extra Combat: +20%)
Turn 190, 1300 AD: Joao II's Catapult is hit for 30 (70/100HP)
Turn 190, 1300 AD: Joao II's Catapult is hit for 30 (40/100HP)
Turn 190, 1300 AD: Joao II's Catapult is hit for 30 (10/100HP)
Turn 190, 1300 AD: Suryavarman II's Knight is hit for 13 (87/100HP)
Turn 190, 1300 AD: Joao II's Catapult is hit for 30 (0/100HP)
Turn 190, 1300 AD: Suryavarman II's Knight has defeated Joao II's Catapult!

Turn 191, 1310 AD: Suryavarman II's Knight (12.00) vs Joao II'sCatapult (5.00)
Turn 191, 1310 AD: Combat Odds: 99.6%
Turn 191, 1310 AD: (Extra Combat: -20%)
Turn 191, 1310 AD: Joao II's Catapult is hit for 30 (70/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight is hit for 13 (87/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight is hit for 13 (74/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight is hit for 13 (61/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 30 (40/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 30 (10/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 30 (0/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight has defeated Joao II's Catapult!
Turn 191, 1310 AD: Nobamba celebrates "We Love the Monarch Day"!!!
Turn 191, 1310 AD: Vicious tornadoes carved a path of destruction through the Celtic Empire.
Turn 191, 1310 AD: Joao II's Catapult (5.00) vs Suryavarman II'sKnight (7.32)
Turn 191, 1310 AD: Combat Odds: 46.8%
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: Joao II's Catapult is hit for 27 (73/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight is hit for 14 (47/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight is hit for 14 (33/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 27 (46/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 27 (19/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 27 (0/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight has defeated Joao II's Catapult!
Turn 191, 1310 AD: Heinz Guderian (Great General) has been born in Fifthburg (Suryavarman II)!
Turn 191, 1310 AD: Joao II's Catapult (5.00) vs Suryavarman II'sKnight (3.96)
Turn 191, 1310 AD: Combat Odds: 96.2%
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: Erwin Rommel (Great General) has been born in Lisbon (Joao II)!
Turn 191, 1310 AD: Joao II's Catapult (5.00) vs Suryavarman II'sKnight (12.00)
Turn 191, 1310 AD: Combat Odds: 2.3%
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: Joao II's Catapult is hit for 30 (70/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight is hit for 13 (87/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 30 (40/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 30 (10/100HP)
Turn 191, 1310 AD: Joao II's Catapult is hit for 30 (0/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight has defeated Joao II's Catapult!
Turn 191, 1310 AD: Joao II's Axeman (5.50) vs Suryavarman II'sKnight (3.00)
Turn 191, 1310 AD: Combat Odds: 97.7%
Turn 191, 1310 AD: (Extra Combat: -10%)
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: Suryavarman II's Knight is hit for 17 (8/100HP)
Turn 191, 1310 AD: Joao II's Axeman is hit for 23 (77/100HP)
Turn 191, 1310 AD: Suryavarman II's Knight is hit for 17 (0/100HP)
Turn 191, 1310 AD: Joao II's Axeman has defeated Suryavarman II's Knight!

Turn 192, 1320 AD: You have discovered Rifling!
Turn 192, 1320 AD: You have constructed a Colosseum in Fifthburg. Work has now begun on a Galleon.
Turn 192, 1320 AD: You have trained a Maceman in Ulundi. Work has now begun on a Observatory.
Turn 192, 1320 AD: You have constructed a Granary in Évora. Work has now begun on a Lighthouse.

Turn 193, 1330 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (13.08)
Turn 193, 1330 AD: Combat Odds: 0.4%
Turn 193, 1330 AD: (Plot Defense: +68%)
Turn 193, 1330 AD: (Fortify: +25%)
Turn 193, 1330 AD: (City Defense: +45%)
Turn 193, 1330 AD: (City Attack: -20%)
Turn 193, 1330 AD: Suryavarman II's Catapult is hit for 31 (69/100HP)
Turn 193, 1330 AD: Joao II's Longbowman is hit for 12 (88/100HP)
Turn 193, 1330 AD: Suryavarman II's Catapult is hit for 31 (38/100HP)
Turn 193, 1330 AD: Joao II's Longbowman is hit for 12 (76/100HP)
Turn 193, 1330 AD: Suryavarman II's Catapult is hit for 31 (7/100HP)
Turn 193, 1330 AD: Suryavarman II's Catapult is hit for 31 (0/100HP)
Turn 193, 1330 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.80) vs Joao II'sLongbowman (7.43)
Turn 193, 1330 AD: Combat Odds: 77.9%
Turn 193, 1330 AD: (Extra Combat: -10%)
Turn 193, 1330 AD: (Plot Defense: +68%)
Turn 193, 1330 AD: (Fortify: +25%)
Turn 193, 1330 AD: (City Defense: +45%)
Turn 193, 1330 AD: (City Attack: -75%)
Turn 193, 1330 AD: Joao II's Longbowman is hit for 20 (56/100HP)
Turn 193, 1330 AD: Joao II's Longbowman is hit for 20 (36/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 19 (81/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 19 (62/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 19 (43/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 19 (24/100HP)
Turn 193, 1330 AD: Joao II's Longbowman is hit for 20 (16/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 19 (5/100HP)
Turn 193, 1330 AD: Joao II's Longbowman is hit for 20 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.80) vs Joao II'sAxeman (6.40)
Turn 193, 1330 AD: Combat Odds: 79.7%
Turn 193, 1330 AD: (Extra Combat: -10%)
Turn 193, 1330 AD: (Extra Combat: +10%)
Turn 193, 1330 AD: (Plot Defense: +68%)
Turn 193, 1330 AD: (Fortify: +25%)
Turn 193, 1330 AD: (City Attack: -75%)
Turn 193, 1330 AD: (Combat: -50%)
Turn 193, 1330 AD: (Combat: +50%)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 17 (83/100HP)
Turn 193, 1330 AD: Joao II's Axeman is hit for 23 (77/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 17 (66/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 17 (49/100HP)
Turn 193, 1330 AD: Joao II's Axeman is hit for 23 (54/100HP)
Turn 193, 1330 AD: Joao II's Axeman is hit for 23 (31/100HP)
Turn 193, 1330 AD: Joao II's Axeman is hit for 23 (8/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 17 (32/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 17 (15/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 17 (0/100HP)
Turn 193, 1330 AD: Joao II's Axeman has defeated Suryavarman II's Maceman!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.80) vs Joao II'sSwordsman (4.91)
Turn 193, 1330 AD: Combat Odds: 97.0%
Turn 193, 1330 AD: (Extra Combat: -10%)
Turn 193, 1330 AD: (Extra Combat: +10%)
Turn 193, 1330 AD: (Plot Defense: +68%)
Turn 193, 1330 AD: (Fortify: +25%)
Turn 193, 1330 AD: (City Attack: -75%)
Turn 193, 1330 AD: (Combat: -50%)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 26 (74/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 26 (48/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 26 (22/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 15 (70/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 26 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Swordsman!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.00) vs Joao II'sSwordsman (4.13)
Turn 193, 1330 AD: Combat Odds: 99.0%
Turn 193, 1330 AD: (Plot Defense: +68%)
Turn 193, 1330 AD: (Fortify: +25%)
Turn 193, 1330 AD: (City Attack: -75%)
Turn 193, 1330 AD: (Combat: -50%)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 26 (65/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 26 (39/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 26 (13/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 14 (72/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 26 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Swordsman!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.00) vs Joao II'sSwordsman (3.97)
Turn 193, 1330 AD: Combat Odds: 99.2%
Turn 193, 1330 AD: (Extra Combat: +10%)
Turn 193, 1330 AD: (Plot Defense: +68%)
Turn 193, 1330 AD: (Fortify: +10%)
Turn 193, 1330 AD: (City Attack: -75%)
Turn 193, 1330 AD: (Combat: -50%)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 27 (64/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 27 (37/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 27 (10/100HP)
Turn 193, 1330 AD: Joao II's Swordsman is hit for 27 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Swordsman!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.00) vs Joao II'sHorse Archer (3.87)
Turn 193, 1330 AD: Combat Odds: 99.2%
Turn 193, 1330 AD: (Extra Combat: +20%)
Turn 193, 1330 AD: (City Attack: -75%)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 28 (72/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 28 (44/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 28 (16/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 28 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Horse Archer!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.00) vs Joao II'sHorse Archer (4.80)
Turn 193, 1330 AD: Combat Odds: 96.2%
Turn 193, 1330 AD: (Extra Combat: +20%)
Turn 193, 1330 AD: (City Attack: -45%)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 25 (75/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 25 (50/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 25 (25/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 15 (70/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 25 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Horse Archer!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.00) vs Joao II'sHorse Archer (4.36)
Turn 193, 1330 AD: Combat Odds: 97.3%
Turn 193, 1330 AD: (Extra Combat: +20%)
Turn 193, 1330 AD: (City Attack: -45%)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 26 (65/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 26 (39/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 26 (13/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 26 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Horse Archer!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.80) vs Joao II'sSpearman (4.73)
Turn 193, 1330 AD: Combat Odds: 97.4%
Turn 193, 1330 AD: (Extra Combat: -10%)
Turn 193, 1330 AD: (Extra Combat: +10%)
Turn 193, 1330 AD: (Plot Defense: +68%)
Turn 193, 1330 AD: (Fortify: +25%)
Turn 193, 1330 AD: (City Attack: -20%)
Turn 193, 1330 AD: (Combat: -50%)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 193, 1330 AD: Joao II's Spearman is hit for 26 (63/100HP)
Turn 193, 1330 AD: Joao II's Spearman is hit for 26 (37/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 15 (70/100HP)
Turn 193, 1330 AD: Joao II's Spearman is hit for 26 (11/100HP)
Turn 193, 1330 AD: Joao II's Spearman is hit for 26 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Spearman!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.80) vs Joao II'sHorse Archer (5.46)
Turn 193, 1330 AD: Combat Odds: 95.7%
Turn 193, 1330 AD: (Extra Combat: -10%)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 16 (68/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 24 (67/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 16 (52/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 24 (43/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 24 (19/100HP)
Turn 193, 1330 AD: Joao II's Horse Archer is hit for 24 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Horse Archer!
Turn 193, 1330 AD: Suryavarman II's Ballista Elephant (9.60) vs Joao II'sCatapult (5.00)
Turn 193, 1330 AD: Combat Odds: 99.0%
Turn 193, 1330 AD: (Extra Combat: -20%)
Turn 193, 1330 AD: Suryavarman II's Ballista Elephant is hit for 14 (86/100HP)
Turn 193, 1330 AD: Joao II's Catapult is hit for 27 (73/100HP)
Turn 193, 1330 AD: Joao II's Catapult is hit for 27 (46/100HP)
Turn 193, 1330 AD: Suryavarman II's Ballista Elephant is hit for 14 (72/100HP)
Turn 193, 1330 AD: Suryavarman II's Ballista Elephant is hit for 14 (58/100HP)
Turn 193, 1330 AD: Joao II's Catapult is hit for 27 (19/100HP)
Turn 193, 1330 AD: Joao II's Catapult is hit for 27 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Ballista Elephant has defeated Joao II's Catapult!
Turn 193, 1330 AD: Suryavarman II's Maceman (8.80) vs Joao II'sAxeman (0.81)
Turn 193, 1330 AD: Combat Odds: 100.0%
Turn 193, 1330 AD: (Extra Combat: -10%)
Turn 193, 1330 AD: (Extra Combat: +10%)
Turn 193, 1330 AD: (Plot Defense: +68%)
Turn 193, 1330 AD: (Fortify: +25%)
Turn 193, 1330 AD: (Combat: -50%)
Turn 193, 1330 AD: (Combat: +50%)
Turn 193, 1330 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 193, 1330 AD: Joao II's Axeman is hit for 25 (0/100HP)
Turn 193, 1330 AD: Suryavarman II's Maceman has defeated Joao II's Axeman!
Turn 193, 1330 AD: You have captured Lisbon!!!
Turn 193, 1330 AD: You have trained a Knight in Engineering. Work has now begun on a Knight.
Turn 193, 1330 AD: You have constructed a Forge in FarCanal. Work has now begun on a Maceman.
Turn 193, 1330 AD: You have trained a Knight in Nobamba. Work has now begun on a Knight.
Turn 193, 1330 AD: Roman infrastructure was wiped out by a deadly thunderstorm and the violent twisters it spawned.

Turn 194, 1340 AD: You have trained a Galleon in Fifthburg. Work has now begun on a Galleon.
Turn 194, 1340 AD: Isambard Kingdom Brunel (Great Engineer) has been born in Engineering (Suryavarman II)!
Turn 194, 1340 AD: The borders of Nongoma have expanded!
Turn 194, 1340 AD: The borders of Oporto have expanded!
Turn 194, 1340 AD: Ethel Rosenberg (Great Spy) has been born in Rome (Augustus Caesar)!
Turn 194, 1340 AD: Gandhi's Golden Age has ended...

Turn 195, 1350 AD: The enemy has been spotted near Santarém!

Turn 196, 1360 AD: The enemy has been spotted near Lisbon!
Turn 196, 1360 AD: The enemy has been spotted near Santarém!
Turn 196, 1360 AD: A patron of knowledge from the Khmer city of Nongoma has donated a cache of rare writings to the local Library.
Turn 196, 1360 AD: You have come 269? closer to a breakthrough on Chemistry
Turn 196, 1360 AD: Suryavarman II's Maceman (8.53) vs Joao II'sCatapult (5.00)
Turn 196, 1360 AD: Combat Odds: 96.5%
Turn 196, 1360 AD: (Extra Combat: -10%)
Turn 196, 1360 AD: Suryavarman II's Maceman is hit for 15 (82/100HP)
Turn 196, 1360 AD: Joao II's Catapult is hit for 26 (74/100HP)
Turn 196, 1360 AD: Joao II's Catapult is hit for 26 (48/100HP)
Turn 196, 1360 AD: Joao II's Catapult is hit for 26 (22/100HP)
Turn 196, 1360 AD: Suryavarman II's Maceman is hit for 15 (67/100HP)
Turn 196, 1360 AD: Joao II's Catapult is hit for 26 (0/100HP)
Turn 196, 1360 AD: Suryavarman II's Maceman has defeated Joao II's Catapult!
Turn 196, 1360 AD: Your Maceman has destroyed a Catapult!
Turn 196, 1360 AD: Gandhi adopts Caste System!
Turn 196, 1360 AD: Adam Smith (Great Merchant) has been born in Delhi (Gandhi)!

Turn 197, 1370 AD: The enemy has been spotted near Évora!
Turn 197, 1370 AD: You have discovered Nationalism!
Turn 197, 1370 AD: You have discovered Drama!
Turn 197, 1370 AD: You have discovered Theology!
Turn 197, 1370 AD: You have discovered Music!
 
As a side note, the trade routes in Fifthberg went from 8, 7, 6, 6 to 10, 9, 8, 8 when the Customs House was finished so the +100% equated to about +2 per trade route (a total of +8).
 
I almost forgot to mention...we got a GE from Engineering and GG from combat.
 
As a side note, the trade routes in Fifthberg went from 8, 7, 6, 6 to 10, 9, 8, 8 when the Customs House was finished so the +100% equated to about +2 per trade route (a total of +8).

Well yea, in the capitol, no doubt it's more than +4. I still don't think we want one in Stoneopolis.
 
No farms please. Workshops and more workshops. The only 2 farms we need are to irrigate the rice and the wheat, and we have not done either.

Caravel upgrades: probably not wise with Chemistry/frigate 2 turns away (unless they don't charge extra for the double upgrade).

I'm not sure we should build riflemen out of Nobamba. Macemen can get CR II immediately.

Stop working scientists and rice in Ulundi. Work cottages.
 
Engineering is still working many inferior tiles. We need a good micro-manager up next.
Same for Nobamba. put a workshop over that new cottage and 2 more workshops.
 
I've seen Mesix's TS report and it seems well played.
I'll try to MM following WT's suggestions in my TS.

To begin a plan for turns 197 to 205:
1) wipe Joao
2) prepare for Gandhi
3) follow the path to Steel/SP
4) limited tech trades
5) don't give in to any demand without some benefit
6) build some frigate when they will be avaible
7) upgrade caravels to frigates
8) no civics change

More will follow after i analyze the save.
 
The farms are being built near size 1-3 cities that need to grow. They can be changed to workshops later after the cities have enough population to work several tiles. Workshops don't need time to mature like cottages to.
 
What shuold we do witht he new GG?

I think the two best options are to settle him with our NE for more exp on fresh units or to combine him with a newly built maceman (insatnt 25 exp) to get a combat GG that can have CR3, +100% exp from combat, and be upgraded to a rifelman (and later an infantry) for free.
 
Good news on getting Lisbon. Now we should use those galleons hanging around off the coast to ferry a stack of riflemen to Joao's last few coastal cities and pick them up quickly. We'll need at least Braga, but I bet Lagos could be picked up within a turn of two after that by smart use of the galleons. We'll need peace soon though, because the war weariness is kicking in.

Nice to see that we got the Great Engineer. :) Now, shouldn't Fifth be working a merchant instead of an Engineer if that's the next GP we need? More on the NE discussion, anyone? ;)
 
Settle a GG where there's another one doesn't make sense: Barracks give 3XP, 1GG 2XP, total 5.
What do we do with 7?
I propose to settle him in 5th.
Yes tell me which specialists i have to use.
I suppose some merchants in 5th, we should have good chances for a GM.
 
Good news on getting Lisbon. Now we should use those galleons hanging around off the coast to ferry a stack of riflemen to Joao's last few coastal cities and pick them up quickly. We'll need at least Braga, but I bet Lagos could be picked up within a turn of two after that by smart use of the galleons. We'll need peace soon though, because the war weariness is kicking in.

Nice to see that we got the Great Engineer. :) Now, shouldn't Fifth be working a merchant instead of an Engineer if that's the next GP we need? More on the NE discussion, anyone? ;)

The Galleons are in place to invade Delhi. Ghandi will get Democracy in 7 turns. We will not be able to take him out before he researchs Democracy, but we can take him out before he builds the SoL. We need the extra specialists from the SoL on this continent. We also can't dally around and let turns burn past us while our mythical 250 finish date gets closer (or further away from reality).

The Galleons are in place to take troops to Delhi ASAP!!!

We will take 2 of Joao's (Lagos and Coimbra) citis in the next TS. Braga should fall shortly after that. The remaining cities will be easy to take with fresh troops that are being built. The upgraded rifelmen need to get to the other continent if we are going to have any chance of winning this. We have 5 galleons in place for ferry duty and a 6th on the way.
 
Settle a GG where there's another one doesn't make sense: Barracks give 3XP, 1GG 2XP, total 5.
What do we do with 7?
I propose to settle him in 5th.
Yes tell me which specialists i have to use.
I suppose some merchants in 5th, we should have good chances for a GM.

I personally think that the best use of the GG would be to attach him to a single (not a stack) unit. We can either get a Leadership + CR3 military unit or another Super Medic.
 
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