SGOTM 08 - Fifth Element

I had forgotten about the GSpy starting a Golden age. From your post, I assume we still revolt at the beginning of my TS?

I think Pacifism is by far the better choice of the two. We want GP as quickly as possible. Pacifism doubles the rate at which we can crank them out.

I'll check back later for other opinions and then play in about 7 or 8 hours.
 
My 2 fears with pacifism are:

1) how angry will everyone be. Someone suggested we gift some old tech to get more Pleased. I agree we must do this before taking on a religion.

2) Military cost. I've never played a game with an army this large, ever. How much more will it cost us when running Pacifism?

The good news is, if we hate the cost of pacifism we can switch for free to FreeReligion before the end of the GA. So like I said, don't press enter on that last turn. Cus then we have until the following TS to decide for sure about this pacifism/religion thing.
 
I have less experience with Pacifism, so I lean toward Free Religion on that basis alone.

Just thinking out loud, pacifism will cost us "+1 commerce support cost per military unit." I'm not sure how to calculate the exact costs, but it seems pretty obvious to me that going to pacifism while we're shipping troops off to one war and beginning to mass troops for a looming overseas invasion is just a bit too paradoxical for comfort. It feels wrong-headed to me. :shifty: At the very least, I'd expect our science rate to suffer because of the reduced commerce being siphoned off to military support -- especially compared to the opportunity cost of losing the +10% science that would come from free religion. I'm not certain about this game because of its special parameters, but normally I'd always prefer to keep science as our top priority. Add to that the additional headaches that are sure to come with pacifism -- like pissing off the neighbors and making sure that every city we want to use for a GP farm has our particular brand of religion -- and it just begins to sound like way more trouble than it is worth.

Like I said though, I don't have a lot of experience with pacifism, so I'm happy to be proved wrong about this. :undecide:
 
Agree with the paradox.

Let's go StateP, FreeRel and stop w/1 turn left in the GA. Then think about pacifism again.
Maybe in another 30 turns we'll have IronWorks and run 4 engineers, then do pacifism.

We could still try to make more AI pleased w/(small) tech gifts
 
Pacifism actually costs 1g per unit, but the civic cost is 0.
Thus *the civic* it's less expensive than FR or No R.
This partially compensate the higher units maintenance.

options:
1) We can revolt for 5 turns to pacifism/confu and SP, then go to FR, with no need to further decisions.
2) we can go straight to SP+FR and stay there until the end.

Option 1 can be interesting if we have more than one city close to pop their GPs, othewise we can go straight to FR.

Remember that the GAge also gives 100% GPs rate in BtS.
 
Remember that the GAge also gives 100% GPs rate in BtS.
Is that regardless of whatever civic we're in?

How about we go Pacifism for the 10 turns we're in our Golden Age, and switch back to SP+FR on the last turn? That'd give us the benefit of Pacifism for 10 turns at least. And at least unit maintenence cost would be less than if they're on the other continent.
 
The commentary on Pacifism comes a little late for my TS but we can still switch. I stopped after 7 turns with us in the last turn of our GA.

I didn't know about the doubled GP points in BTS during a GA. Thanks for the info Blubmuz. I prefer Pacifism when trying to produce lots of great people. The higher units cost does not seem to have that much impact. On the plus side for FR is the happiness and +10% research. Our happy cap is now better in each city. I think Fifthburg and Ulundi can now grow to size 20. I built Temples, Markets and/or Grocers, and a Coliseum to improve our happy cap in those cities. I have also built Banks and hopefully improved our cash flow. I'm thinking that as soon as the Banks are completed, those two cities can produce GP. Ulundi is probably best suited for this. We just need to make sure we keep the pop growing. I can't remember if I built a LH there but it's worth the extra food.

Research: IIRC, By boosting and MM, we got Guilds in 1T, Banking in 1T, Economics in 3T, used the GM to get Replaceable Parts in 2T , and have started on GP (2T) with 1T left. I probably could have bumped research a little more but I used some cash to upgrade two HA to Knights as we needed some more firepower. Overall the research seems to be speeding right along. I figured in about 12- 14 turns we could even have Infantry.

Military: I moved one stack to Coimbra and 1 to Opporto. I don't know where Joao is getting his units but I hope he runs out soon. There were 6 LBs plus another ~6 units in Opporto and Coimbra went from 2LBS and a Sword to a stack of about 7 or 8 including Cats. He used his Cats to weaken our units and I have moved them back. Hopefully he won't pursue them but instead attempt to counterattack at Opporto.
Opporto - I bombarded for a turn then ended up sacrificing 4 or 5 of our Cats to soften up the defenders. There were just way to many of them to risk losing our good units. We did take Opporto at just the loss of the Cats. We will need to build some more Cats or Treebs.

Joao sent to Carracks into the inlet to the west of Ulundi and lost one of his Carracks trying to kill our Caravel. Unfortunately we lost our Caravel to his second unit. I'm not sure if there are any units in his Carrack, but he hasn't landed any and it's been 3 or 4 turns. I sent a Galleon the long way around the world to provide some naval protection on that side of our continent. Speaking of which I don't think we need any more ships for the sea south of Santarem, as they can't get out of there without a strategically placed city being built.

Trades - In a controversial move, I traded Caesar Philo and Optics for Engineering, WM, and 30G. He would have settled for Philo and 230 Gold but we couldn't afford to give up that much gold. As a result, with the road completed all the way to Opporto now, we can rush our Knights to battle very quickly and we can get Pikes and Trebs.

Workers - I've got them improving Farcanal and our newly captured western area, building roads and getting rid of jungle.

Here is the file link: http://gotm.civfanatics.net/saves/civ4sgotm8/Fifth_Element_SG008_AD1270_01.CivBeyondSwordSave
 
and the autolog:
Spoiler :
b]Turn 181/500 (1210 AD) [17-Nov-2008 03:53:58][/b]
Research begun: Gunpowder (2 Turns)
Research begun: Banking (2 Turns)
Research begun: Replaceable Parts (2 Turns)
Research begun: Rifling (2 Turns)
Research begun: Banking (2 Turns)
Research begun: Economics (2 Turns)
Research begun: Gunpowder (2 Turns)
Research begun: Banking (2 Turns)
Research begun: Banking (2 Turns)
Research begun: Economics (2 Turns)
Research begun: Banking (2 Turns)
While attacking in the wild near Ulundi, Chariot defeats (4.00/4): Portuguese Axeman (Prob Victory: 96.8%)
Maceman promoted: Combat I
Maceman promoted: City Raider III
A Cottage was built near FarCanal
While attacking in the wild at Évora, Ballista Elephant defeats (8.00/8): Portuguese Horse Archer (Prob Victory: 99.3%)
While attacking in Khmer territory at Évora, Ballista Elephant defeats (6.88/8): Portuguese Horse Archer (Prob Victory: 98.8%)
Tech learned: Banking
Fifthburg finishes: Confucian Temple
Marbles grows: 12
Stoneopolis grows: 9
A Town was built near FarCanal
Nobamba grows: 7
Nongoma grows: 6
Santarém's borders expand

IBT:
State Religion Change: Joao II(Portugal) from 'Confucianism' to 'Hinduism'
Attitude Change: Boudica(Celtia) towards Joao II(Portugal), from 'Annoyed' to 'Cautious'
Attitude Change: Charlemagne(Holy Rome) towards Joao II(Portugal), from 'Pleased' to 'Cautious'
Attitude Change: Gandhi(India) towards Joao II(Portugal), from 'Cautious' to 'Pleased'
Attitude Change: Pericles(Greece) towards Joao II(Portugal), from 'Cautious' to 'Pleased'
Attitude Change: Joao II(Portugal) towards Boudica(Celtia), from 'Cautious' to 'Pleased'
Attitude Change: Joao II(Portugal) towards Charlemagne(Holy Rome), from 'Friendly' to 'Pleased'
Attitude Change: Joao II(Portugal) towards Gandhi(India), from 'Pleased' to 'Friendly'
Attitude Change: Joao II(Portugal) towards Pericles(Greece), from 'Cautious' to 'Pleased'

Turn 182/500 (1220 AD) [17-Nov-2008 04:08:28]
Research begun: Economics (3 Turns)
Fifthburg begins: Grocer (3 turns)
A Village was built near Fifthburg
Parma grows: 9
Marbles finishes: Confucian Temple
Engineering grows: 12
Ulundi finishes: Catapult
Nobamba finishes: Heroic Epic

IBT:
While defending just off shore near Santarém, Caravel defeats (0.72/3): Portuguese Carrack (Prob Victory: 67.8%)
While defending just off shore near Santarém, Caravel loses to: Portuguese Carrack (3.00/3) (Prob Victory: 0.0%)

Turn 183/500 (1230 AD) [17-Nov-2008 04:16:06]
Ulundi begins: Work Boat (2 turns)
Nobamba begins: Lighthouse (3 turns)
Ulundi begins: Stable (3 turns)
A Workshop was built near FarCanal
Fifthburg grows: 16
Fifthburg finishes: Grocer
A Village was built near Fifthburg
Marbles grows: 13
Marbles finishes: Galleon
Engineering finishes: Knight
Stoneopolis's borders expand
FarCanal finishes: Barracks
A Village was built near Nobamba
Nongoma grows: 7
Nongoma finishes: Courthouse

IBT:
Civics Change: Boudica(Celtia) from 'Vassalage' to 'Bureaucracy'

Turn 184/500 (1240 AD) [17-Nov-2008 04:22:18]
Fifthburg begins: Bank (4 turns)
Marbles begins: Bank (5 turns)
Engineering begins: Knight (4 turns)
FarCanal begins: Forge (10 turns)
Ballista Elephant promoted: Combat I
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Catapult promoted: City Raider I
Catapult promoted: City Raider I
A Mine was built near Ulundi
Knight promoted: Combat I
Knight promoted: Combat II
Tech learned: Economics
Enrico Dandolo (Great Merchant) born in Fifthburg
A Village was built near Marbles
Stoneopolis grows: 10
Ulundi finishes: Stable
A Village was built near Ulundi
Nongoma finishes: Harbor

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

Turn 185/500 (1250 AD) [17-Nov-2008 04:31:51]
Research begun: Replaceable Parts (3 Turns)
Ulundi begins: Colosseum (2 turns)
User comment: We get a bonus research for Theo event. take the 128 beakers
User comment: We get the GM
While attacking in Portuguese territory near Leiria, Ballista Elephant defeats (4.64/8): Portuguese Catapult (Prob Victory: 99.0%)
Tech learned: Replaceable Parts
FarCanal grows: 12
Ulundi finishes: Colosseum
Nobamba finishes: Lighthouse

IBT:

Turn 186/500 (1260 AD) [17-Nov-2008 04:38:44]
Research begun: Gunpowder (2 Turns)
Research begun: Rifling (2 Turns)
Research begun: Gunpowder (2 Turns)
Ulundi begins: Market (7 turns)
Nobamba begins: Observatory (7 turns)
Horse Archer promoted: Combat I
Horse Archer promoted: Combat II
Knight promoted: Combat I
Knight promoted: Combat II
A Village was built near Marbles
Parma finishes: Forge
A Hamlet was built near Parma
Marbles grows: 14
Engineering finishes: Knight
Nongoma grows: 8
Leiria's borders expand

IBT:
Attitude Change: Charlemagne(Holy Rome) towards Joao II(Portugal), from 'Cautious' to 'Pleased'

Turn 187/500 (1270 AD) [17-Nov-2008 04:44:19]
Engineering begins: Knight (4 turns)
Knight promoted: Combat I
Knight promoted: Combat II
A Farm was built near Santarém
A Workshop was built near FarCanal
While attacking in Portuguese territory at Oporto, Catapult loses to: Portuguese Longbowman (5.22/6) (Prob Victory: 2.0%)
While attacking in Portuguese territory at Oporto, Catapult loses to: Portuguese Longbowman (5.22/6) (Prob Victory: 9.2%)
While attacking in Portuguese territory at Oporto, Catapult loses to: Portuguese Longbowman (2.70/6) (Prob Victory: 9.2%)
While attacking in Portuguese territory at Oporto, Catapult loses to: Portuguese Longbowman (4.62/6) (Prob Victory: 8.8%)
While attacking in Portuguese territory at Oporto, Maceman defeats (6.72/8): Portuguese Crossbowman (Prob Victory: 98.4%)
While attacking in Portuguese territory at Oporto, Maceman defeats (8.00/8): Portuguese Crossbowman (Prob Victory: 98.4%)
While attacking in Portuguese territory at Oporto, Maceman defeats (5.76/8): Portuguese Longbowman (Prob Victory: 99.2%)
While attacking in Portuguese territory at Oporto, Maceman defeats (6.88/8): Portuguese Longbowman (Prob Victory: 99.0%)
While attacking in Portuguese territory at Oporto, Maceman defeats (4.64/8): Portuguese Longbowman (Prob Victory: 99.8%)
While attacking in Portuguese territory at Oporto, Maceman defeats (8.00/8): Portuguese Longbowman (Prob Victory: 99.9%)
While attacking in Portuguese territory at Oporto, Maceman defeats (6.72/8): Portuguese Longbowman (Prob Victory: 99.8%)
While attacking in Portuguese territory at Oporto, Maceman defeats (8.00/8): Portuguese Axeman (Prob Victory: 99.0%)
While attacking in Portuguese territory at Oporto, Knight defeats (5.50/10): Portuguese Swordsman (Prob Victory: 97.1%)
While attacking in Portuguese territory at Oporto, Ballista Elephant defeats (5.12/8): Portuguese Swordsman (Prob Victory: 86.7%)
While attacking in Portuguese territory at Oporto, Chariot defeats (1.84/4): Portuguese Archer (Prob Victory: 82.6%)
Confucianism has spread: Oporto
Captured Oporto (Joao II)
Oporto begins: Library (91 turns)
Maceman promoted: Combat I
 
The Log:
Spoiler :
Turn 180, 1200 AD: Eystein the Wise (Great Spy) has been born in Fifthburg (Suryavarman II)!
Turn 180, 1200 AD: You have discovered Communism!
Turn 180, 1200 AD: Suryavarman II's Golden Age has begun!!!
Turn 180, 1200 AD: GA started
Turn 180, 1200 AD: Suryavarman II adopts State Property!
Turn 180, 1200 AD: Suryavarman II adopts Free Religion!
Turn 180, 1200 AD: You have discovered Engineering!
Turn 180, 1200 AD: You have discovered Guilds!
Turn 180, 1200 AD: Marbles celebrates "We Love the Monarch Day"!!!

Turn 181, 1210 AD: Suryavarman II's Chariot (4.40) vs Joao II'sAxeman (2.50)
Turn 181, 1210 AD: Combat Odds: 96.8%
Turn 181, 1210 AD: (Extra Combat: -10%)
Turn 181, 1210 AD: (Class Attack: -100%)
Turn 181, 1210 AD: Joao II's Axeman is hit for 26 (74/100HP)
Turn 181, 1210 AD: Joao II's Axeman is hit for 26 (48/100HP)
Turn 181, 1210 AD: Joao II's Axeman is hit for 26 (22/100HP)
Turn 181, 1210 AD: Joao II's Axeman is hit for 26 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Chariot has defeated Joao II's Axeman!
Turn 181, 1210 AD: Suryavarman II's Ballista Elephant (9.60) vs Joao II'sHorse Archer (4.61)
Turn 181, 1210 AD: Combat Odds: 99.3%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (Extra Combat: +20%)
Turn 181, 1210 AD: (Combat: -50%)
Turn 181, 1210 AD: Joao II's Horse Archer is hit for 28 (72/100HP)
Turn 181, 1210 AD: Joao II's Horse Archer is hit for 28 (44/100HP)
Turn 181, 1210 AD: Joao II's Horse Archer is hit for 28 (16/100HP)
Turn 181, 1210 AD: Joao II's Horse Archer is hit for 28 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Ballista Elephant has defeated Joao II's Horse Archer!
Turn 181, 1210 AD: Suryavarman II's Ballista Elephant (8.00) vs Joao II'sHorse Archer (4.28)
Turn 181, 1210 AD: Combat Odds: 98.8%
Turn 181, 1210 AD: (Extra Combat: +10%)
Turn 181, 1210 AD: (Combat: -50%)
Turn 181, 1210 AD: Joao II's Horse Archer is hit for 27 (73/100HP)
Turn 181, 1210 AD: Suryavarman II's Ballista Elephant is hit for 14 (86/100HP)
Turn 181, 1210 AD: Joao II's Horse Archer is hit for 27 (46/100HP)
Turn 181, 1210 AD: Joao II's Horse Archer is hit for 27 (19/100HP)
Turn 181, 1210 AD: Joao II's Horse Archer is hit for 27 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Ballista Elephant has defeated Joao II's Horse Archer!
Turn 181, 1210 AD: You have discovered Banking!
Turn 181, 1210 AD: The borders of Santarém have expanded!
Turn 181, 1210 AD: Euclid (Great Scientist) has been born in Athens (Pericles)!
Turn 181, 1210 AD: Joao II converts to Hinduism!

Turn 182, 1220 AD: You have constructed a Confucian Temple in Marbles. Work has now begun on a Galleon.
Turn 182, 1220 AD: Engineering celebrates "We Love the Monarch Day"!!!
Turn 182, 1220 AD: Joao II's Carrack (3.00) vs Suryavarman II'sCaravel (3.30)
Turn 182, 1220 AD: Combat Odds: 32.2%
Turn 182, 1220 AD: (Plot Defense: +10%)
Turn 182, 1220 AD: Joao II's Carrack is hit for 20 (80/100HP)
Turn 182, 1220 AD: Joao II's Carrack is hit for 20 (60/100HP)
Turn 182, 1220 AD: Joao II's Carrack is hit for 20 (40/100HP)
Turn 182, 1220 AD: Suryavarman II's Caravel is hit for 19 (81/100HP)
Turn 182, 1220 AD: Joao II's Carrack is hit for 20 (20/100HP)
Turn 182, 1220 AD: Suryavarman II's Caravel is hit for 19 (62/100HP)
Turn 182, 1220 AD: Suryavarman II's Caravel is hit for 19 (43/100HP)
Turn 182, 1220 AD: Suryavarman II's Caravel is hit for 19 (24/100HP)
Turn 182, 1220 AD: Joao II's Carrack is hit for 20 (0/100HP)
Turn 182, 1220 AD: Suryavarman II's Caravel has defeated Joao II's Carrack!
Turn 182, 1220 AD: Joao II's Carrack (3.00) vs Suryavarman II'sCaravel (0.79)
Turn 182, 1220 AD: Combat Odds: 100.0%
Turn 182, 1220 AD: (Plot Defense: +10%)
Turn 182, 1220 AD: Suryavarman II's Caravel is hit for 24 (0/100HP)
Turn 182, 1220 AD: Joao II's Carrack has defeated Suryavarman II's Caravel!

Turn 183, 1230 AD: Engineering celebrates "We Love the Monarch Day"!!!
Turn 183, 1230 AD: The borders of Stoneopolis have expanded!
Turn 183, 1230 AD: You have constructed a Courthouse in Nongoma. Work has now begun on a Harbor.
Turn 183, 1230 AD: Boudica adopts Bureaucracy!



Turn 184, 1240 AD: Enrico Dandolo (Great Merchant) has been born in Fifthburg (Suryavarman II)!
Turn 184, 1240 AD: You have discovered Economics!
Turn 184, 1240 AD: You have constructed a Harbor in Nongoma. Work has now begun on a Library.
Turn 184, 1240 AD: Gandhi adopts Mercantilism!
Turn 184, 1240 AD: Greek authorities are rumored to have captured a fugitive fleeing from Celtic justice. No confirmation is available.

Turn 185, 1250 AD: The enemy has been spotted near Ulundi!
Turn 185, 1250 AD: Charlemagne has 3 gold per turn available for trade
Turn 185, 1250 AD: A cache of ancient texts has been discovered hidden away in a Khmer monastery.
Turn 185, 1250 AD: You have come 112? closer to a breakthrough on Theology
Turn 185, 1250 AD: We get a bonus research for Theo event. take the 128 beakers
Turn 185, 1250 AD: We get the GM
Turn 185, 1250 AD: Suryavarman II's Ballista Elephant (9.60) vs Joao II'sCatapult (5.00)
Turn 185, 1250 AD: Combat Odds: 99.0%
Turn 185, 1250 AD: (Extra Combat: -20%)
Turn 185, 1250 AD: Joao II's Catapult is hit for 27 (73/100HP)
Turn 185, 1250 AD: Suryavarman II's Ballista Elephant is hit for 14 (86/100HP)
Turn 185, 1250 AD: Joao II's Catapult is hit for 27 (46/100HP)
Turn 185, 1250 AD: Suryavarman II's Ballista Elephant is hit for 14 (72/100HP)
Turn 185, 1250 AD: Suryavarman II's Ballista Elephant is hit for 14 (58/100HP)
Turn 185, 1250 AD: Joao II's Catapult is hit for 27 (19/100HP)
Turn 185, 1250 AD: Joao II's Catapult is hit for 27 (0/100HP)
Turn 185, 1250 AD: Suryavarman II's Ballista Elephant has defeated Joao II's Catapult!
Turn 185, 1250 AD: Your Ballista Elephant has destroyed a Catapult!
Turn 185, 1250 AD: You have discovered Replaceable Parts!
Turn 185, 1250 AD: Marbles will grow to size 14 on the next turn
Turn 185, 1250 AD: FarCanal has grown to size 12
Turn 185, 1250 AD: Nongoma will grow to size 8 on the next turn
Turn 185, 1250 AD: Charles Darwin (Great Scientist) has been born in Antium (Augustus Caesar)!
Turn 185, 1250 AD: Leiria's cultural boundary is about to expand.
Turn 185, 1250 AD: Your population: 107, plus growth: 2 (17.67%) will put close to the Domination Limit: 252 (41.00%).

Turn 186, 1260 AD: The enemy has been spotted near Santarém!
Turn 186, 1260 AD: Boudica has 7 gold per turn available for trade
Turn 186, 1260 AD: Gandhi has 130 gold available for trade
Turn 186, 1260 AD: Your Catapult has reduced the defenses of Oporto to 42%!
Turn 186, 1260 AD: Your Catapult has reduced the defenses of Oporto to 34%!
Turn 186, 1260 AD: Your Catapult has reduced the defenses of Oporto to 26%!
Turn 186, 1260 AD: Your Catapult has reduced the defenses of Oporto to 18%!
Turn 186, 1260 AD: Your Catapult has reduced the defenses of Oporto to 14%!
Turn 186, 1260 AD: You have constructed a Forge in Parma. Work has now begun on a Longbowman.
Turn 186, 1260 AD: Marbles has grown to size 14
Turn 186, 1260 AD: Engineering will grow to size 13 on the next turn
Turn 186, 1260 AD: Nobamba will grow to size 8 on the next turn
Turn 186, 1260 AD: Nongoma has grown to size 8
Turn 186, 1260 AD: Santarém will grow to size 2 on the next turn
Turn 186, 1260 AD: The borders of Leiria have expanded!
Turn 186, 1260 AD: Deal Canceled: Fish to Augustus Caesar for Corn
Turn 186, 1260 AD: Mani (Great Prophet) has been born in Delhi (Gandhi)!
Turn 186, 1260 AD: Joao II's Catapult (5.00) vs Suryavarman II'sMaceman (8.00)
Turn 186, 1260 AD: Combat Odds: 15.1%
Turn 186, 1260 AD: You have suffered collateral damage! (2 Units)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 15 (70/100HP)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 15 (55/100HP)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 15 (40/100HP)
Turn 186, 1260 AD: Joao II's Catapult is hit for 25 (75/100HP)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 15 (25/100HP)
Turn 186, 1260 AD: Joao II's Catapult is hit for 25 (50/100HP)
Turn 186, 1260 AD: Joao II's Catapult is hit for 25 (25/100HP)
Turn 186, 1260 AD: A Catapult has withdrawn from combat with your Maceman!
Turn 186, 1260 AD: Joao II's Catapult (5.00) vs Suryavarman II'sMaceman (7.28)
Turn 186, 1260 AD: Combat Odds: 28.4%
Turn 186, 1260 AD: You have suffered collateral damage! (1 Unit)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 16 (75/100HP)
Turn 186, 1260 AD: Joao II's Catapult is hit for 24 (76/100HP)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 16 (59/100HP)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 16 (43/100HP)
Turn 186, 1260 AD: Joao II's Catapult is hit for 24 (52/100HP)
Turn 186, 1260 AD: Suryavarman II's Maceman is hit for 16 (27/100HP)
Turn 186, 1260 AD: A Catapult has withdrawn from combat with your Maceman!
Turn 186, 1260 AD: Your population: 109, plus growth: 3 (18.06%) will put close to the Domination Limit: 254 (41.00%).
Turn 186, 1260 AD: A Jungle has grown near Fifthburg!

Turn 187, 1270 AD: The enemy has been spotted near Santarém!
Turn 187, 1270 AD: Gandhi has 280 gold available for trade
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: Your Catapult has caused collateral damage! (6 Units)
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: Your Catapult has died trying to attack a Longbowman!
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: Your Catapult has caused collateral damage! (6 Units)
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: Your Catapult has died trying to attack a Longbowman!
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: Your Catapult has caused collateral damage! (6 Units)
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: Your Catapult has died trying to attack a Longbowman!
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: Your Catapult has caused collateral damage! (6 Units)
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: Your Catapult has died trying to attack a Longbowman!
Turn 187, 1270 AD: Your Catapult has reduced the defenses of Oporto to 6%!
Turn 187, 1270 AD: Your Catapult has reduced the defenses of Oporto to 0%!
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: Your Maceman has destroyed a 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: Your Maceman has destroyed a 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: Your Maceman has destroyed a 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: Your Maceman has destroyed a 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: Your Maceman has destroyed a 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: Your Maceman has destroyed a 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: Your Maceman has destroyed a 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: Your Maceman has destroyed a 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: Your Knight has destroyed a 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: Your Ballista Elephant has destroyed a 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: Your Chariot has destroyed a Archer!
Turn 187, 1270 AD: You have captured Oporto!!!
Turn 187, 1270 AD: Your population: 117, plus growth: 3 (19.39%) will put close to the Domination Limit: 253 (41.00%).
Turn 187, 1270 AD: Your land area: 156 (12.24%) is close to the Domination Limit: 790 (62.00%).
 
Is that regardless of whatever civic we're in?

Yes, it adds to your other multipliers (civics, buildings, leader).

Unit maintenance is the same if they are one tile outside the borders or in another continent.

Anyway i've seen my post came too late... sorry but it was morning here when i saw GB's one.
Well, i don't think it's a great loss.

I'm more concerned from our GM from Econ burned on RP.
I like to do so, but do not we need a GM for one Corp?
Maybe we already have one?
 
I noticed that as well. I thought we were suppose to save our Great People for corps? Did we already have a GM sitting around somewhere that I missed?
 
Yes, GM was wasted big time. We saved maybe 1-2 turns on RP, and possibly lost a wonder. I thought it was very clear we were saving him. It's been posted many times.
Now we still need 2 more of those.

I like the Eng. trade fine. Still need to look at the save....
 
If we weren't going to use the GM for a corp, a vastly greater use for him would have been his trade mission. What is that 1000 or 1500 gold? That would have let us upgrade our army without wasting 5 turns of research making cash. :deadhorse: Very shortsighted.
 
You just finished the Heroic Epic in the city with our military instructor...and now you're building an observatory...in a city that will be almost all workshops? Which brings up another mistake, the grass tile at this city has a new cottage. That was supposed to be a workshop -- change it. This is the HE/instructor city! And no more whipping in this city. Let it grow and work workshops.

Parma has not started it's Bank or even grocer yet. (bank first, maybe even slavery it a bit)

A barracks in FarCanal? How many military cities do we need? some need to start wonders.

Engineering needs some serious MM It has 4 unused workshops and is working inferior forest and ocean tiles. Ulundi can also get off the rice and on the cottage. Nobamba need to get off the cottage and on the workshop (and have more workshops built).

Boats aren't trapped south of santarem. They can sail thru the fort, remember.

STOP chopping jungle outside our borders. Why are we doing this constantly? There is plenty of jungle to chop and it doesn't cost us $$ for units outside our border. Even better, we can put a workshop there if it's inside our border. Otherwise jungle just re-grows. OMG. I looked again. It's worse. The jungle being chopped by TWO workers is not even a workable tile. So sad.

We should have switched to confu first, then SP+FreeRel. I'm pretty sure if/when we decide to do pacifism, we woulda got a free switch to confu. Another turn wasted.
 
Can't say good TS, if not for the war.

No, let's forget pacifism, now we're in FR and we stay there until the end.

Where's Mesix?
 
We're not getting any culture pressure from J's cities right now. How about 10 turns of peace? We have almost no healthy units in his territory. They get a free trip out of there and can heal. In 5 turns we'll have rifles and we heal up, then we generate cash for 5 turns and upgrade. Then we don't have to waste a stack of cats. Virtually no military losses any more.
 
The galleons should all rendezvous at Braga (J's north/west city) Some troop ferrying and then going off continent soon.
 
No, let's forget pacifism, now we're in FR and we stay there until the end.

I think our hands are tied now. We may eventually have to go pacifism (after we get IW probably). We needed some luck to get the GMen we wanted, now we need a miracle. Engineering should start the NatEpic. It's about to finish it's GP. Once steel/IW is available we want to build IW fast and run 4 engineers. We can calculate if Pacifism is needed then.
 
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