SGOTM 08 - Fifth Element

Settling in the capitol would be a good use for the GG. We can crank out CR2 macemen then.
 
Overall, I think it's a good set.

I do have some gripes tho.

Engineering should fire that scientist and work the clams or pond until forge comes in, then switch to an engineer immediately. It is our GE city.

5th should fire that engineer and either work the fish or grass hill. That fish is just sitting there. It should also move the grass plains to grass hill for more hammer instead.

Watch out for Stoneopolis going unhappy in 7 turns.

Remember to kill that impi before he razes our iron next turn. Our plan of attack should be Shaka's rice city, then his capital heading toward his 2nd copper city. The horse city can be last, just make sure to raze that horse.
 
WT, What do we gain by taking out Joao?

In the time that it takes to attack Joao we can build some infrastructure and start preparing for our overseas war. Joao has no wonders, and that is the goal of this game...to take as many wonders as possible in as short of a time as possible. Joao is just a distraction from the primary goal. In any event, we can take him late in the game with more advanced units if we decide that it is necessary to take him out.

We want to take overseas cities early enough to build Versais in a city of our choosing rather than hope that the AI puts it in a nice location. We can also build our Forbidden Palace in the overseas territory to further reduce maintenance.

We can be without war for couple TS while researching rifeling and astronomy. Once we switch to HR we can use our macemen to provide happiness. This will help us to grow allowing more commerce, faster research, and more specialists.
 
Forgot about the GG. I prefer a super medic to keep our stack going. It's the fastest way to finish a war early. Waiting for CR2 maces to catch up to the stack takes too long.

I agree with only taking Joao out if he has wonders. Tho if he has some nice cities that would benefit us in the long run, a short war with him is fine too.
 
Thoughts on GG:
I was thinking maybe another city would do Heroic epic and then GG settle for our military. Capitol has to do univ, observ, Oxford, needs to concentrate on science.

Option #2: I read that a superb use of the GG is to make a super-medic out of an explorer (or some unit that moves 2). Which reminds me. We need some medics! Our units are taking too long to heal. On normal speed we need a more efficient war. If kinda odd how me micromanage every worker move and citizen tile, but then plow ahead into a war with little/no planning.

(option 3 settle in the capitol)
 
Remember to kill that impi before he razes our iron next turn. Our plan of attack should be Shaka's rice city, then his capital heading toward his 2nd copper city. The horse city can be last, just make sure to raze that horse.

I think it's more efficient to get Shaka's capitol 3rd like culdeus suggested.

Your other gripes are all valid, good points.
 
WT, What do we gain by taking out Joao?

In the time that it takes to attack Joao we can build some infrastructure and start preparing for our overseas war. Joao has no wonders, and that is the goal of this game...to take as many wonders as possible in as short of a time as possible. Joao is just a distraction from the primary goal. In any event, we can take him late in the game with more advanced units if we decide that it is necessary to take him out.

We want to take overseas cities early enough to build Versais in a city of our choosing rather than hope that the AI puts it in a nice location. We can also build our Forbidden Palace in the overseas territory to further reduce maintenance.

We gain a dozen highly productive cities for the late game. Every city adds to our research engine. No colony maint. And, more importantly, we need to win this game somehow. The land will be good for domination.

We can build infrastructure, but our military is built, so it should keep working. It's too early to sail off continent. Joao is going down (after astronomy).

Vers. and Forbidden place do absolutely nothing once we're running StateProperty. Which is what I'd suggest we get free from liberalism.
 
Vers. and Forbidden place do absolutely nothing once we're running StateProperty. Which is what I'd suggest we get free from liberalism.
Agreed. We'd still build the Forbidden, but someone else can build Versailles for us.
 
A GG as super medic is tempting, i use it often. But not an explorer, i guess a warrior or a spear. Or do we wait to hook Shaka's horses and a chariot?

I'll see. Ulundi is important 'cause it has copper, we don't know if Shaka hooked the other source. Also, he can whip like mad there, with all that food.

But i'll see on the field.

Wish me good luck.
 
It's been my experience with BTS that an early war generally falls apart for the AI when their capitol falls. I ofen march past outlying cities and take my stack right to the capitol allowing reinforcements to mop up the other cities later. In this situation we only have one city on the way to the capitol. It is also very close to our territory and could spell trouble for a couple of our cities if it is not taken care of.

I vote to take the rice city and more straight on to the capitol after that.
 
A 2 movement super medic is better, but not neccessary since he has to stay with the stack anyway.

I forgot to check last night, but we should put a couple of spears with the stack to defend against chariots/horse archers.

@Mesix: That's why I suggested the route of attack like I did. It would also cut him off from his 2 sources of coppers. And chariots/horse archers are easily handled by spears. But it's up the team to decide.
 
Wish me good luck.

Sounds like you're ready to play? There is a lot to discuss. The next TS will meet new AI. We need a plan to get cottages up 20 turns ago. And we need slavery 20 turns ago. Marbles could be done with the Moai (and lighthouse, etc.) and grown back to max size by now. Stoney would have simliar advancements. Shaka's cities will need slavery too.

1st turn revolt to HR + slavery. The HG has caused happy issues.
 
Grabbing the horses city after isthmus is 100% the right thing. Even if it's not adjacent to the jungle tile. Allows time for reinforcements to catch up and will get bonuses for the maces out front. Will need 5-6 mace at a minimum and ideally 9 total to guarantee taking of shaka's capital and a fast sweep. What's the count now? 4? Not sure. Not nearly enough even if we go straight in.

What's the point of wasting time razing the horses if we are keeping every city? I love it when the AI builds horses. They use them so horribly. I hardly ever raze them unless I'm just totally outmatched and want to slow down growth of a super-empire.

Yes HR+slavery 1st turn. Whip the mad faces to oblivion.
 
We are totally on the same page culdeus. Take horse city. Don't pillage horses. Slavery, etc. Now you have to convince the others :p

I've never done a super medic. Not sure if it's that much better than a regular medic. We do have to have medics though. This war is too slow. I notice some macemen were upgraded to combat 1 instead of CR1. (Probably good idea for all the recent fights outside the cities.) Those combat 1 units take the medic promotion next. They're not good city attackers anyway, so they can defend/heal.

2 movement seems ideal on the super medic, even if your attackers move 1. The medic has to hang back in the previous city for healing, then quickly move to the next captured city.
 
Ulundi is ours! and with an academy!!!

Followed your suggestions, made a spear a superhealer with the GG, invaluable!

Met Pericles, traded MC for Construction+Archery... he's pretty backwards.

He wish to trade more, but better discuss.

The save

Submit log
Spoiler :
Here is your Session Turn Log from 200 AD to 500 AD:

Turn 123, 200 AD: Suryavarman II's Maceman (8.44) vs Shaka'sImpi (5.40)
Turn 123, 200 AD: Combat Odds: 95.2%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Plot Defense: +50%)
Turn 123, 200 AD: (Combat: -50%)
Turn 123, 200 AD: (Combat: +25%)
Turn 123, 200 AD: Suryavarman II's Maceman is hit for 15 (81/100HP)
Turn 123, 200 AD: Shaka's Impi is hit for 25 (75/100HP)
Turn 123, 200 AD: Shaka's Impi is hit for 25 (50/100HP)
Turn 123, 200 AD: Suryavarman II's Maceman is hit for 15 (66/100HP)
Turn 123, 200 AD: Shaka's Impi is hit for 25 (25/100HP)
Turn 123, 200 AD: Suryavarman II's Maceman is hit for 15 (51/100HP)
Turn 123, 200 AD: Suryavarman II's Maceman is hit for 15 (36/100HP)
Turn 123, 200 AD: Suryavarman II's Maceman is hit for 15 (21/100HP)
Turn 123, 200 AD: Suryavarman II's Maceman is hit for 15 (6/100HP)
Turn 123, 200 AD: Suryavarman II's Maceman is hit for 15 (0/100HP)
Turn 123, 200 AD: Shaka's Impi has defeated Suryavarman II's Maceman!
Turn 123, 200 AD: Suryavarman II's Maceman (5.44) vs Shaka'sImpi (1.35)
Turn 123, 200 AD: Combat Odds: 100.0%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Plot Defense: +50%)
Turn 123, 200 AD: (Combat: -50%)
Turn 123, 200 AD: (Combat: +25%)
Turn 123, 200 AD: Shaka's Impi is hit for 27 (0/100HP)
Turn 123, 200 AD: Suryavarman II's Maceman has defeated Shaka's Impi!
Turn 123, 200 AD: The Church of the Nativity has been built in a far away land!

Turn 124, 225 AD: Rene Descartes (Great Scientist) has been born in uMgungundlovu (Shaka)!

Turn 125, 250 AD: St. Paul (Great Prophet) has been born in Parma (Suryavarman II)!

Turn 126, 275 AD: Suryavarman II has completed The Kong Miao!
Turn 126, 275 AD: You have trained a Work Boat in Engineering. Work has now begun on a Forge.

Turn 127, 300 AD: You have discovered Paper!

Turn 128, 325 AD: Suryavarman II's Maceman (8.00) vs Shaka'sArcher (5.85)
Turn 128, 325 AD: Combat Odds: 74.8%
Turn 128, 325 AD: (Plot Defense: +20%)
Turn 128, 325 AD: (Fortify: +25%)
Turn 128, 325 AD: (City Defense: +95%)
Turn 128, 325 AD: (City Attack: -45%)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 17 (83/100HP)
Turn 128, 325 AD: Shaka's Archer is hit for 23 (77/100HP)
Turn 128, 325 AD: Shaka's Archer is hit for 23 (54/100HP)
Turn 128, 325 AD: Shaka's Archer is hit for 23 (31/100HP)
Turn 128, 325 AD: Shaka's Archer is hit for 23 (8/100HP)
Turn 128, 325 AD: Shaka's Archer is hit for 23 (0/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman has defeated Shaka's Archer!
Turn 128, 325 AD: Suryavarman II's Maceman (8.00) vs Shaka'sAxeman (6.75)
Turn 128, 325 AD: Combat Odds: 72.3%
Turn 128, 325 AD: (Extra Combat: +10%)
Turn 128, 325 AD: (Plot Defense: +20%)
Turn 128, 325 AD: (Fortify: +25%)
Turn 128, 325 AD: (City Attack: -45%)
Turn 128, 325 AD: (Combat: -50%)
Turn 128, 325 AD: (Combat: +75%)
Turn 128, 325 AD: Shaka's Axeman is hit for 21 (79/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 21 (58/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 21 (37/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 21 (16/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 18 (82/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 18 (64/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 18 (46/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 18 (28/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 21 (0/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman has defeated Shaka's Axeman!
Turn 128, 325 AD: Suryavarman II's Maceman (8.00) vs Shaka'sAxeman (6.00)
Turn 128, 325 AD: Combat Odds: 78.3%
Turn 128, 325 AD: (Extra Combat: +20%)
Turn 128, 325 AD: (Plot Defense: +20%)
Turn 128, 325 AD: (Fortify: +25%)
Turn 128, 325 AD: (City Attack: -45%)
Turn 128, 325 AD: (Combat: -50%)
Turn 128, 325 AD: (Combat: +50%)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 17 (83/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 23 (77/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 23 (54/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 23 (31/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 23 (8/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 17 (66/100HP)
Turn 128, 325 AD: Shaka's Axeman is hit for 23 (0/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman has defeated Shaka's Axeman!
Turn 128, 325 AD: Suryavarman II's Maceman (8.00) vs Shaka'sHorse Archer (5.45)
Turn 128, 325 AD: Combat Odds: 89.4%
Turn 128, 325 AD: (Extra Combat: +10%)
Turn 128, 325 AD: (City Attack: -20%)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (76/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (52/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (28/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (4/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (0/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman has defeated Shaka's Horse Archer!
Turn 128, 325 AD: Suryavarman II's Maceman (8.00) vs Shaka'sHorse Archer (5.45)
Turn 128, 325 AD: Combat Odds: 89.4%
Turn 128, 325 AD: (Extra Combat: +10%)
Turn 128, 325 AD: (City Attack: -20%)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (76/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (52/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 16 (68/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (28/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (4/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 16 (52/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 16 (36/100HP)
Turn 128, 325 AD: Shaka's Horse Archer is hit for 24 (0/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman has defeated Shaka's Horse Archer!
Turn 128, 325 AD: Suryavarman II's Maceman (7.92) vs Shaka'sCatapult (4.16)
Turn 128, 325 AD: Combat Odds: 97.6%
Turn 128, 325 AD: (Extra Combat: -10%)
Turn 128, 325 AD: (City Attack: -20%)
Turn 128, 325 AD: Shaka's Catapult is hit for 28 (72/100HP)
Turn 128, 325 AD: Shaka's Catapult is hit for 28 (44/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 14 (76/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 14 (62/100HP)
Turn 128, 325 AD: Shaka's Catapult is hit for 28 (16/100HP)
Turn 128, 325 AD: Shaka's Catapult is hit for 28 (0/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman has defeated Shaka's Catapult!
Turn 128, 325 AD: Suryavarman II's Maceman (6.64) vs Shaka'sChariot (2.96)
Turn 128, 325 AD: Combat Odds: 98.8%
Turn 128, 325 AD: (Extra Combat: +10%)
Turn 128, 325 AD: (City Attack: -45%)
Turn 128, 325 AD: Shaka's Chariot is hit for 30 (70/100HP)
Turn 128, 325 AD: Shaka's Chariot is hit for 30 (40/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman is hit for 13 (70/100HP)
Turn 128, 325 AD: Shaka's Chariot is hit for 30 (10/100HP)
Turn 128, 325 AD: Shaka's Chariot is hit for 30 (0/100HP)
Turn 128, 325 AD: Suryavarman II's Maceman has defeated Shaka's Chariot!
Turn 128, 325 AD: You have captured uMgungundlovu!!!

Turn 129, 350 AD: The Statue of Zeus has been built in a far away land!

Turn 132, 425 AD: Jalal al-Din Rumi (Great Artist) has been born in a far away land!

Turn 133, 450 AD: New Tech(s) to trade: Shaka
Turn 133, 450 AD: Floods have washed out some of the routes near the Khmer city of Parma.
Turn 133, 450 AD: Suryavarman II's Maceman (8.80) vs Shaka'sHorse Archer (6.60)
Turn 133, 450 AD: Combat Odds: 78.3%
Turn 133, 450 AD: (Extra Combat: -10%)
Turn 133, 450 AD: (Extra Combat: +10%)
Turn 133, 450 AD: Shaka's Horse Archer is hit for 23 (77/100HP)
Turn 133, 450 AD: Shaka's Horse Archer is hit for 23 (54/100HP)
Turn 133, 450 AD: Suryavarman II's Maceman is hit for 17 (83/100HP)
Turn 133, 450 AD: Shaka's Horse Archer is hit for 23 (31/100HP)
Turn 133, 450 AD: Suryavarman II's Maceman is hit for 17 (66/100HP)
Turn 133, 450 AD: Suryavarman II's Maceman is hit for 17 (49/100HP)
Turn 133, 450 AD: Suryavarman II's Maceman is hit for 17 (32/100HP)
Turn 133, 450 AD: Shaka's Horse Archer is hit for 23 (8/100HP)
Turn 133, 450 AD: Shaka's Horse Archer is hit for 23 (0/100HP)
Turn 133, 450 AD: Suryavarman II's Maceman has defeated Shaka's Horse Archer!
Turn 133, 450 AD: Your Maceman has destroyed a Horse Archer!
Turn 133, 450 AD: Shaka adopts Organized Religion!

Turn 134, 475 AD: The enemy has been spotted near uMgungundlovu!
Turn 134, 475 AD: New Tech(s) to trade: Pericles
Turn 134, 475 AD: Suryavarman II's Maceman (8.80) vs Shaka'sHorse Archer (6.60)
Turn 134, 475 AD: Combat Odds: 78.3%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: Suryavarman II's Maceman is hit for 17 (83/100HP)
Turn 134, 475 AD: Suryavarman II's Maceman is hit for 17 (66/100HP)
Turn 134, 475 AD: Shaka's Horse Archer is hit for 23 (77/100HP)
Turn 134, 475 AD: Suryavarman II's Maceman is hit for 17 (49/100HP)
Turn 134, 475 AD: Suryavarman II's Maceman is hit for 17 (32/100HP)
Turn 134, 475 AD: Suryavarman II's Maceman is hit for 17 (15/100HP)
Turn 134, 475 AD: Shaka's Horse Archer is hit for 23 (54/100HP)
Turn 134, 475 AD: Suryavarman II's Maceman is hit for 17 (0/100HP)
Turn 134, 475 AD: Shaka's Horse Archer has defeated Suryavarman II's Maceman!
Turn 134, 475 AD: Your Maceman has died trying to attack a Horse Archer!
Turn 134, 475 AD: Suryavarman II's Maceman (8.80) vs Shaka'sHorse Archer (3.56)
Turn 134, 475 AD: Combat Odds: 99.7%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: Shaka's Horse Archer is hit for 26 (28/100HP)
Turn 134, 475 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 134, 475 AD: Suryavarman II's Maceman is hit for 15 (70/100HP)
Turn 134, 475 AD: Shaka's Horse Archer is hit for 26 (2/100HP)
Turn 134, 475 AD: Shaka's Horse Archer is hit for 26 (0/100HP)
Turn 134, 475 AD: Suryavarman II's Maceman has defeated Shaka's Horse Archer!
Turn 134, 475 AD: Your Maceman has destroyed a Horse Archer!
Turn 134, 475 AD: You have discovered Construction!
Turn 134, 475 AD: You have discovered Archery!
Turn 134, 475 AD: uMgungundlovu's cultural boundary is about to expand.

Turn 135, 500 AD: Suryavarman II's Maceman (8.00) vs Shaka'sAxeman (9.50)
Turn 135, 500 AD: Combat Odds: 27.9%
Turn 135, 500 AD: (Extra Combat: +10%)
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (Fortify: +25%)
Turn 135, 500 AD: (City Attack: -20%)
Turn 135, 500 AD: (Combat: -50%)
Turn 135, 500 AD: (Combat: +75%)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 21 (79/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 18 (82/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 21 (58/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 21 (37/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 18 (64/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 18 (46/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 18 (28/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 18 (10/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 21 (16/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 18 (0/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman has defeated Shaka's Axeman!
Turn 135, 500 AD: Your Maceman has destroyed a Axeman!
Turn 135, 500 AD: Suryavarman II's Maceman (8.00) vs Shaka'sAxeman (8.75)
Turn 135, 500 AD: Combat Odds: 32.4%
Turn 135, 500 AD: (Extra Combat: +20%)
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (Fortify: +25%)
Turn 135, 500 AD: (City Attack: -20%)
Turn 135, 500 AD: (Combat: -50%)
Turn 135, 500 AD: (Combat: +50%)
Turn 135, 500 AD: Shaka's Axeman is hit for 19 (81/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 19 (62/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 19 (43/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 19 (24/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 19 (5/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 19 (0/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman has defeated Shaka's Axeman!
Turn 135, 500 AD: Your Maceman has destroyed a Axeman!
Turn 135, 500 AD: Suryavarman II's Maceman (8.00) vs Shaka'sArcher (6.00)
Turn 135, 500 AD: Combat Odds: 73.6%
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (Fortify: +25%)
Turn 135, 500 AD: (City Defense: +70%)
Turn 135, 500 AD: (City Attack: -45%)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 17 (83/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 17 (66/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 17 (49/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 17 (32/100HP)
Turn 135, 500 AD: Shaka's Archer is hit for 23 (77/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 17 (15/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 17 (0/100HP)
Turn 135, 500 AD: Shaka's Archer has defeated Suryavarman II's Maceman!
Turn 135, 500 AD: Your Maceman has died trying to attack a Archer!
Turn 135, 500 AD: Suryavarman II's Maceman (8.00) vs Shaka'sAxeman (5.75)
Turn 135, 500 AD: Combat Odds: 87.7%
Turn 135, 500 AD: (Extra Combat: +10%)
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (City Attack: -45%)
Turn 135, 500 AD: (Combat: -50%)
Turn 135, 500 AD: (Combat: +50%)
Turn 135, 500 AD: Shaka's Axeman is hit for 23 (77/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 23 (54/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 23 (31/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 16 (68/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 23 (8/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 16 (52/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 16 (36/100HP)
Turn 135, 500 AD: Shaka's Axeman is hit for 23 (0/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman has defeated Shaka's Axeman!
Turn 135, 500 AD: Your Maceman has destroyed a Axeman!
Turn 135, 500 AD: Suryavarman II's Maceman (8.80) vs Shaka'sArcher (4.62)
Turn 135, 500 AD: Combat Odds: 96.8%
Turn 135, 500 AD: (Extra Combat: -10%)
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (Fortify: +25%)
Turn 135, 500 AD: (City Defense: +70%)
Turn 135, 500 AD: (City Attack: -45%)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 15 (70/100HP)
Turn 135, 500 AD: Shaka's Archer is hit for 25 (52/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 15 (55/100HP)
Turn 135, 500 AD: Shaka's Archer is hit for 25 (27/100HP)
Turn 135, 500 AD: Shaka's Archer is hit for 25 (2/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 15 (40/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 15 (25/100HP)
Turn 135, 500 AD: Shaka's Archer is hit for 25 (0/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman has defeated Shaka's Archer!
Turn 135, 500 AD: Your Maceman has destroyed a Archer!
Turn 135, 500 AD: Suryavarman II's Maceman (8.00) vs Shaka'sHorse Archer (4.44)
Turn 135, 500 AD: Combat Odds: 98.6%
Turn 135, 500 AD: (Extra Combat: +10%)
Turn 135, 500 AD: (City Attack: -45%)
Turn 135, 500 AD: Shaka's Horse Archer is hit for 26 (74/100HP)
Turn 135, 500 AD: Shaka's Horse Archer is hit for 26 (48/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 14 (72/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 14 (58/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 14 (44/100HP)
Turn 135, 500 AD: Shaka's Horse Archer is hit for 26 (22/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 14 (30/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 14 (16/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 14 (2/100HP)
Turn 135, 500 AD: Shaka's Horse Archer is hit for 26 (0/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman has defeated Shaka's Horse Archer!
Turn 135, 500 AD: Your Maceman has destroyed a Horse Archer!
Turn 135, 500 AD: Suryavarman II's Maceman (8.00) vs Shaka'sCatapult (3.44)
Turn 135, 500 AD: Combat Odds: 99.6%
Turn 135, 500 AD: (City Attack: -45%)
Turn 135, 500 AD: Shaka's Catapult is hit for 29 (71/100HP)
Turn 135, 500 AD: Shaka's Catapult is hit for 29 (42/100HP)
Turn 135, 500 AD: Shaka's Catapult is hit for 29 (13/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman is hit for 13 (87/100HP)
Turn 135, 500 AD: Shaka's Catapult is hit for 29 (0/100HP)
Turn 135, 500 AD: Suryavarman II's Maceman has defeated Shaka's Catapult!
Turn 135, 500 AD: Your Maceman has destroyed a Catapult!
Turn 135, 500 AD: You have captured Ulundi!!!
the Autolog
Spoiler :
While attacking in Zulu territory near Parma, Maceman loses to: Zulu Impi (1.00/4) (Prob Victory: 95.2%)
While attacking in Zulu territory near Parma, Maceman defeats (5.44/8): Zulu Impi (Prob Victory: 100.0%)
Fifthburg finishes: Maceman

IBT:

Turn 124/500 (225 AD) [24-Oct-2008 18:25:16]
Fifthburg begins: Spearman (2 turns)
Engineering begins: Work Boat (3 turns)
Fifthburg finishes: Spearman
Stoneopolis finishes: Trireme

IBT:
Attitude Change: Shaka(Zululand) towards Joao II(Portugal), from 'Cautious' to 'Pleased'

Turn 125/500 (250 AD) [24-Oct-2008 18:27:02]
Fifthburg begins: Spearman (2 turns)
Stoneopolis begins: Forge (15 turns)
A Mine was built near Stoneopolis
Fifthburg finishes: Spearman
St. Paul (Great Prophet) born in Parma

IBT:

Turn 126/500 (275 AD) [24-Oct-2008 18:28:13]
Fifthburg begins: Maceman (3 turns)
Gustavus II Adolphus (Spearman) promoted: Lead by Warlord
Gustavus II Adolphus (Spearman) promoted: Combat I
Gustavus II Adolphus (Spearman) promoted: Medic I
Gustavus II Adolphus (Spearman) promoted: Medic II
Gustavus II Adolphus (Spearman) promoted: Medic III
Parma finishes: The Kong Miao
Engineering finishes: Work Boat

IBT:

Turn 127/500 (300 AD) [24-Oct-2008 18:30:36]
Tech learned: Paper
Fifthburg finishes: Maceman
Parma finishes: Maceman

IBT:
Attitude Change: Shaka(Zululand) towards Joao II(Portugal), from 'Pleased' to 'Cautious'

Turn 128/500 (325 AD) [24-Oct-2008 18:31:57]
Research begun: Education (27 Turns)
Fifthburg begins: Maceman (3 turns)
Parma begins: Maceman (6 turns)
While attacking in Zulu territory at uMgungundlovu, Maceman defeats (6.64/8): Zulu Archer (Prob Victory: 74.8%)
While attacking in Zulu territory at uMgungundlovu, Maceman defeats (2.24/8): Zulu Axeman (Prob Victory: 72.3%)
While attacking in Zulu territory at uMgungundlovu, Maceman defeats (5.28/8): Zulu Axeman (Prob Victory: 78.3%)
While attacking in Zulu territory at uMgungundlovu, Maceman defeats (6.72/8): Zulu Horse Archer (Prob Victory: 89.4%)
While attacking in Zulu territory at uMgungundlovu, Maceman defeats (2.88/8): Zulu Horse Archer (Prob Victory: 89.4%)
While attacking in Zulu territory at uMgungundlovu, Maceman defeats (4.96/8): Zulu Catapult (Prob Victory: 97.6%)
While attacking in Zulu territory at uMgungundlovu, Maceman defeats (5.60/8): Zulu Chariot (Prob Victory: 98.8%)
Confucianism has spread: uMgungundlovu
Captured uMgungundlovu (Shaka)
uMgungundlovu begins: Forge (121 turns)

IBT:
Attitude Change: Shaka(Zululand) towards Joao II(Portugal), from 'Cautious' to 'Pleased'

Turn 129/500 (350 AD) [24-Oct-2008 18:35:18]
Maceman promoted: City Raider II
Maceman promoted: City Raider II
Maceman promoted: City Raider II
A Mine was built near Fifthburg
A Fishing Boats was built near Engineering
Fifthburg finishes: Maceman

IBT:
Attitude Change: Shaka(Zululand) towards Joao II(Portugal), from 'Pleased' to 'Cautious'

Turn 130/500 (375 AD) [24-Oct-2008 18:37:04]
Fifthburg begins: Maceman (3 turns)
Spearman promoted: Combat I
Fifthburg finishes: Maceman
Parma grows: 7

IBT:

Turn 131/500 (400 AD) [24-Oct-2008 18:38:17]
Fifthburg begins: Spearman (2 turns)
Fifthburg finishes: Spearman

IBT:
Attitude Change: Shaka(Zululand) towards Joao II(Portugal), from 'Cautious' to 'Pleased'

Turn 132/500 (425 AD) [24-Oct-2008 18:40:03]
Fifthburg begins: Maceman (3 turns)
Parma finishes: Maceman

IBT:

Turn 133/500 (450 AD) [24-Oct-2008 18:44:46]
Parma begins: Maceman (6 turns)
Maceman promoted: Combat I
While attacking in Zulu territory near uMgungundlovu, Maceman defeats (2.56/8): Zulu Horse Archer (Prob Victory: 78.3%)
Contact made: Greek Empire
Fifthburg finishes: Maceman
Marbles finishes: Moai Statues

IBT:
Civics Change: Shaka(Zululand) from 'Paganism' to 'Organized Religion'

Turn 134/500 (475 AD) [24-Oct-2008 18:46:45]
Fifthburg begins: Maceman (3 turns)
Marbles begins: Forge (18 turns)
Maceman promoted: Combat I
While attacking in Khmer territory at uMgungundlovu, Maceman loses to: Zulu Horse Archer (3.24/6) (Prob Victory: 78.3%)
Maceman promoted: Combat I
While attacking in Khmer territory at uMgungundlovu, Maceman defeats (5.60/8): Zulu Horse Archer (Prob Victory: 99.7%)
Maceman promoted: City Raider I
Tech learned: Construction
Tech learned: Archery
Engineering finishes: Forge

IBT:
Attitude Change: Shaka(Zululand) towards Pericles(Greece), from 'Cautious' to 'Annoyed'
Attitude Change: Pericles(Greece) towards Suryavarman II(Khmer), from 'Cautious' to 'Pleased'
Attitude Change: Pericles(Greece) towards Joao II(Portugal), from 'Pleased' to 'Cautious'
Attitude Change: Joao II(Portugal) towards Pericles(Greece), from 'Pleased' to 'Cautious'

Turn 135/500 (500 AD) [24-Oct-2008 18:50:42]
Engineering begins: Barracks (3 turns)
Maceman promoted: City Raider I
While attacking in Zulu territory at Ulundi, Maceman defeats (1.28/8): Zulu Axeman (Prob Victory: 27.9%)
While attacking in Zulu territory at Ulundi, Maceman defeats (8.00/8): Zulu Axeman (Prob Victory: 32.4%)
While attacking in Zulu territory at Ulundi, Maceman loses to: Zulu Archer (2.31/3) (Prob Victory: 73.6%)
While attacking in Zulu territory at Ulundi, Maceman defeats (2.88/8): Zulu Axeman (Prob Victory: 87.7%)
While attacking in Zulu territory at Ulundi, Maceman defeats (2.00/8): Zulu Archer (Prob Victory: 96.8%)
While attacking in Zulu territory at Ulundi, Maceman defeats (0.16/8): Zulu Horse Archer (Prob Victory: 98.6%)
While attacking in Zulu territory at Ulundi, Maceman defeats (6.96/8): Zulu Catapult (Prob Victory: 99.6%)
Captured Ulundi (Shaka)
Ulundi begins: Forge (121 turns)
More will follow.
Just to note i lost some combat over 95% and won some around 25% i think RNG is totally crazy.
 
I have to say, capturing 1st city on t128 and then snagging the capitol only 7 turns later is very nice work. That healer must've really got those units back on the front lines quickly. If only this war had started on t125.

I don't even know what medic II and medic III do. I'll have to look that up. Away from my computer right now though. Which also means I can't see the save. How many cottages do we have? 4?

With an academy in Ulundi, we have to cottage spam that city.
 
Followed your suggestions, made a spear a superhealer with the GG, invaluable!

I wish we had discussed this more. I thought 2 movement was important. Another thing to consider is that you do not want your medic selected as the stack defender. If he's healing a stack of macemen, he'll probably be chosen to defend against mounted units.

We are playing way to fast all of sudden. Another huge, 12 turn TS during a war. This time with no approved plan. In SG7, we stopped when a war was declared and played 1 turn at a time until we stablized. I'm afraid to look at the save and review our economy.
 
Why not a courthouse in the capital first thing?
first thing to do, when the war is over
Looks like the supermedic was a game changer, but wasn't attached to a 2MP unit?
And where do i find a 2MP unit? We need the healer NOW, not somewhere in the future.

@WT a medic 3 is just great: he heals units in same and adjacent tiles 25%/turn.

You will note that i switched to a WB in Engineering, or it starves.

If we want to change civics, now it's the right moment.
Not that i approve, but we can vote.

I have to say, capturing 1st city on t128 and then snagging the capitol only 7 turns later is very nice work. That healer must've really got those units back on the front lines quickly. If only this war had started on t125.
And i lost a turn to kill an HA in the field, and i wish to be safe and kept the stack together.

I don't even know what medic II and medic III do. I'll have to look that up. Away from my computer right now though. Which also means I can't see the save. How many cottages do we have? 4?
No. we have 2 nice mines and some more road :)
With an academy in Ulundi, we have to cottage spam that city.
ahem
approved plan? with the RNG involved? fight, that's all
of course i made some MM here and there, and now we need a galley to take back the Stone worker to the mainland, he's building roads, nothing better to do.
 
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