SGOTM 08 - Fifth Element

I agree on attaching the GG, but as a super medic. If we want to achieve our ~250 turns victory, we'll need 2 sods so we can move faster through the cities.

I picture it working like this: 1 sod takes a city, and stop there to rest/heal/defend for a turn or two. The 2nd sod continues on and takes the next city, then it stays there to rest/heal/defend. By that time the 1st sod is ready to take the 3rd city, and so on. Or, just send them in 2 directions. Either way, we'll mow through the AIs quicker.
 
I agree on attaching the GG, but as a super medic. If we want to achieve our ~250 turns victory, we'll need 2 sods so we can move faster through the cities.

I picture it working like this: 1 sod takes a city, and stop there to rest/heal/defend for a turn or two. The 2nd sod continues on and takes the next city, then it stays there to rest/heal/defend. By that time the 1st sod is ready to take the 3rd city, and so on. Or, just send them in 2 directions. Either way, we'll mow through the AIs quicker.

There are still a few chariots hanging around....I think.
 
Yes, there are a few chariots. Attaching a GG will allow us to make a Super Medic with 2 movement thatn can be upgraded to a knight for free.
 
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.
My point is that either Braga or Lagos (or both) will fall a lot faster if we ferry troops there now instead of waiting multiple turns for our troops to move overland through enemy territory. That doesn't mean the galleons won't be available for carting everyone to Deli too. :crazyeye:
 
Yes tell me which specialists i have to use.
I suppose some merchants in 5th, we should have good chances for a GM.
Yes, I think we should change the engineer specialist in fifth to a merchant. We ought to try to get that great merchant in fifth.

Yes, there are a few chariots. Attaching a GG will allow us to make a Super Medic with 2 movement thatn can be upgraded to a knight for free.
This sounds like the best way to go.
 
I'm against a super-fighter GG, it's too risky. Also i can't see much benefits in 2 super medics. In case an axe can be upgraded.
2 Xp in 5th can be better in the mid term, but i'll wait to see more comments.
Agree about the Democracy for Gandhi. But even if he revolts to Emancipation after we'll wipe him we'll have no penalty. :evil:
I guess the others AI are far from Demo, right?
 
I'm against a super-fighter GG, it's too risky. Also i can't see much benefits in 2 super medics. In case an axe can be upgraded.
2 Xp in 5th can be better in the mid term...?
The point of the super medic is to bring the experienced troops back to the war front faster and not waste time healing. That way they get more experience faster, getting them more promotions faster.

Having said that, I'm ok with settling him as well :p
 
I got the save open.
First impression is that i need all my TS to wipe Joao.
Coimbra can fall in the inherited turn, or wait 2 turns for the 3 maces.
I think this is more safe. Then Braga.
There's a stack of rifles with 0 moves, that can be joined by a mixed stack of 3, to take Lagos in 3 turns.

After this we can use galleons to move faster south: land 1SW of Guimaraes, then to move to raze Braganza. For Faro galleons can't help much, i'll see. BTW Faro is settled on furs, good for us. we can also build a fort 3W of it, if needed.

What about take Numidian with some fresh troops once we have some?
Easy XP, less barbs around, some money.

Then my old point about a city W of Ulundi: 2W1S of copper on the plains hill, to avoid that spot be settled after some AI gets Astro.

Farm until the rice of FarCanal will be irrrigated?
Build a theater in 5th, so no more unhappiness (until we DoW G.) and we can run 2 merchants.
Next GP is due in 24 turns in 5th, less running 2 specialist, and we can hope for a GM.

Not much to add, but the Indian war will start in next TS.

edit: once we get Coimbra we'll have wine and incense, so by the end of the war with Joao we'll have 3 happy resources.
If we attack G. with 2 SoDs, clearly the main will head to Dehli, no less than 5 galleons. The 2nd one can raze Hyderabad, just to warm-up, then head to Varanasi.

If you want another Super medic, there's a CR1 mace garrisoning Nongoma with one promotion to set (6/5). Attaching to a GG he will arrive to 26: C1 and the 3 medics (10/17/26).
Or we have a spear in Oporto with 3/2, also a candidate for super medic.
This last will cost a fortune to upgrade otherwise, but the mace can fight some battle, being already CR1.

I can play tonight (9-10 hours from now) if i have enough comments.
 
I'm against a super-fighter GG, it's too risky. Also i can't see much benefits in 2 super medics. In case an axe can be upgraded.
2 Xp in 5th can be better in the mid term, but i'll wait to see more comments.
Agree about the Democracy for Gandhi. But even if he revolts to Emancipation after we'll wipe him we'll have no penalty. :evil:
I guess the others AI are far from Demo, right?

You get attached to your units easily?

Having a combat GG reduces risk to the combat forces. Sure it is riskier to have a GG that attacks then to have one that sits back like a middle manager observing. Having an additional attacking unit with CR3, Leadership, and potentially 6 Combat stars in the future increases the effectiveness of the combat force. We may eventually lose him in combat, but the effectiveness that he adds while alive is worth the risk.

If we are going to split our forces into 2 stacks then I agree with the idea to have a 2nd medic, preferrably with 2 movement (upgraded chariot). If we are going to have one SOD for the majority of our conquest or keep them close enough together that wounded troops can rally in a recently conquered city with the medic then I think a combat GG is more effecitve.

I do not think that is is prudent to settle the GG. We already have a GG in our HE city. Very soon we are going to be shifting our military focus to the other continent and then the majority of our current cities will be refocused on building infrastructure and wonders as they become available. Once the war heats up on the other continent, we should get another GG who can settle in one of the high production cities on the other continent to churn out experienced troops.
 
A couple of thoughts on future research.

After Steel we should continue toward Railroad (after Physics for the free GS of course) to get Mining Inc. The HQ for Mining Inc. should go in the city that has Wall Street and Mining Inc. execs should be sent to all the cities that are going to be tooled up to build wonders. We need at least seven cities to build the required national wonders. At some point our war mongoring will limit the usefullness of foreign trade and Corporations (especially Mining Inc.) can become a powerful tool in the late game. We should time the civic switch out of State Property with the switch to Pacificism. If we can get another GA at about turn 220 or so it would work nicely.

We should try to prioritize Military Tradition and Assembly Line so that West Point and the Pentagon can contribute exp to our troops. We will probably want West Point to be built either in the same city as the Heroic Epic or sonewhere on the other continent.
 
Yes, there are a few chariots. Attaching a GG will allow us to make a Super Medic with 2 movement that can be upgraded to a knight for free.

Agree with 2nd super medic on a chariot.

Which reminds me. Let's attack with our riflemen/supermedic (on a sure thing). He's almost ready to get the movement promotion. Blub, make that happen this TS.
 
I like the idea of MilTrad before Physics if we don't see anyone competing for the GS. We get calvary with MilTrad.

I'm not excited about Mining Inc. Don't be fooled into thinking corporations are a way to make money. Even with WallSt. And the money lost from leaving StateProp will be enormous. A forbidden palace does not come close to the same effect.

War: Mesix is leading us in the right direction. War with Gandhi ASAP. Do not waste time south of Lisbon. I know ya'll never like it when I suggest this, but Peace and a free city are the way to go. You can take Coimbra/Lagos/Braga in exactly 4 turns and then trade peace for one of his cities (probably Faro) or just peace. We can plan a 2nd war w/Joao that lasts 1 turn...instead of dragging out another war 10 turns longer than it should.
 
Make sure our new supermedic has 6 Exp minimum, and that it has medic I already. I like the 3 movement we can get with 26 exp.
 
OK, a chariot SM, free upgrade to knight.
I guess you're right about the Portuguese war, once took Coimbra, Braga and Lagos, i'll see what he offers for peace, but we can always use a couple galleons to speed up our movement and finish him later.

So, i hope to have some galleon loaded for G. for the end of my TS.

Mining Inc is a great boost for production, but surely you spend money with corps, not the opposite.

Anyway, planning to take a good number of cities in the other continent, we're tied to SP, or is the economic ruin.

But the FP in Dehli can be useful anyway.

Goin' to play, now.
 
TS played, autolog
Spoiler :
Fifthburg begins: Theatre (1 turns)
Spearman promoted: Combat I
A Farm was built near Santarém
Ulundi begins: Theatre (2 turns)
Engineering begins: Theatre (1 turns)
Marbles begins: Theatre (2 turns)
Fifthburg finishes: Theatre
Engineering finishes: Theatre
Nongoma finishes: Forge
Évora grows: 4
Évora finishes: Lighthouse

IBT:
Attitude Change: Charlemagne(Holy Rome) towards Augustus Caesar(Rome), from 'Pleased' to 'Cautious'
Attitude Change: Joao II(Portugal) towards Suryavarman II(Khmer), from 'Annoyed' to 'Furious'

Turn 198/500 (1380 AD) [21-Nov-2008 21:01:00]
Fifthburg begins: Rifleman (3 turns)
Évora begins: Library (7 turns)
A Workshop was built near Nongoma
A Farm was built near Engineering
Heinz Guderian (Chariot) promoted: Lead by Warlord
Heinz Guderian (Chariot) promoted: Medic II
Heinz Guderian (Chariot) promoted: Medic III
Heinz Guderian (Chariot) promoted: Morale
Knight promoted: Combat I
Maceman promoted: City Raider I
Knight promoted: Combat I
Parma finishes: Bank
Marbles finishes: Theatre
Stoneopolis grows: 12
FarCanal finishes: Maceman
Ulundi finishes: Theatre
Nobamba finishes: Rifleman
A Hamlet was built near Oporto

IBT:
Attitude Change: Pericles(Greece) towards Boudica(Celtia), from 'Pleased' to 'Friendly'
Civics Change: Augustus Caesar(Rome) from 'Slavery' to 'Caste System'

Turn 199/500 (1390 AD) [21-Nov-2008 21:04:24]
Ulundi begins: Lighthouse (3 turns)
While attacking in Khmer territory at Lisbon, Rifleman defeats (12.32/14): Portuguese Horse Archer (Prob Victory: 99.9%)
A Farm was built near Leiria
While attacking in Portuguese territory at Coimbra, Catapult loses to: Portuguese Longbowman (5.16/6) (Prob Victory: 2.5%)
While attacking in Portuguese territory at Coimbra, Knight loses to: Portuguese Longbowman (3.84/6) (Prob Victory: 87.0%)
While attacking in Portuguese territory at Coimbra, Catapult loses to: Portuguese Longbowman (1.86/6) (Prob Victory: 11.8%)
While attacking in Portuguese territory at Coimbra, Knight defeats (10.00/10): Portuguese Swordsman (Prob Victory: 97.0%)
While attacking in Portuguese territory at Coimbra, Maceman defeats (4.16/8): Portuguese Axeman (Prob Victory: 94.8%)
While attacking in Portuguese territory at Coimbra, Maceman defeats (8.00/8): Portuguese Longbowman (Prob Victory: 96.7%)
While attacking in Portuguese territory at Coimbra, Maceman defeats (5.60/8): Portuguese Horse Archer (Prob Victory: 97.0%)
Maceman promoted: City Raider I
Maceman promoted: City Raider II
While attacking in Portuguese territory at Coimbra, Maceman defeats (5.76/8): Portuguese Horse Archer (Prob Victory: 99.3%)
Maceman promoted: City Raider I
While attacking in Portuguese territory at Coimbra, Maceman defeats (6.72/8): Portuguese Longbowman (Prob Victory: 100.0%)
Maceman promoted: City Raider I
Maceman promoted: City Raider II
While attacking in Portuguese territory at Coimbra, Maceman defeats (6.24/8): Portuguese Chariot (Prob Victory: 100.0%)
While attacking in Portuguese territory at Coimbra, Knight defeats (8.80/10): Portuguese Chariot (Prob Victory: 100.0%)
Captured Coimbra (Joao II)
Coimbra begins: Forge (121 turns)
Fifthburg finishes: Rifleman
Engineering finishes: Knight
Nobamba grows: 10
Nongoma grows: 11
Leiria grows: 6

IBT:
Confucianism has spread: Arpinum (Roman Empire)
While defending in Portuguese territory at Lagos, Rifleman defeats (12.32/14): Portuguese Horse Archer (Prob Victory: 99.9%)
While defending in Khmer territory at Lisbon, Maceman defeats (1.20/8): Portuguese Horse Archer (Prob Victory: 78.1%)
Civics Change: Joao II(Portugal) from 'Barbarism' to 'Bureaucracy'

Turn 200/500 (1400 AD) [21-Nov-2008 21:14:34]
Fifthburg begins: Rifleman (3 turns)
Maceman promoted: City Raider I
While attacking in Portuguese territory at Lagos, Rifleman defeats (6.16/14): Portuguese Longbowman (Prob Victory: 98.5%)
While attacking in Portuguese territory at Lagos, Rifleman defeats (10.36/14): Portuguese Swordsman (Prob Victory: 99.6%)
While attacking in Portuguese territory at Lagos, Rifleman defeats (14.00/14): Portuguese Swordsman (Prob Victory: 99.6%)
While attacking in Portuguese territory at Lagos, Rifleman defeats (14.00/14): Portuguese Axeman (Prob Victory: 99.9%)
While attacking in Portuguese territory at Lagos, Gustavus II Adolphus (Rifleman) defeats (14.00/14): Portuguese Horse Archer (Prob Victory: 99.9%)
While attacking in Portuguese territory at Lagos, Rifleman defeats (10.92/14): Portuguese Horse Archer (Prob Victory: 100.0%)
While attacking in Portuguese territory at Lagos, Ballista Elephant defeats (6.24/8): Portuguese Chariot (Prob Victory: 100.0%)
Captured Lagos (Joao II)
Lagos begins: Library (91 turns)
Knight promoted: Combat II
While attacking in Portuguese territory at Braga, Catapult loses to: Portuguese Longbowman (3.84/6) (Prob Victory: 0.2%)
While attacking in Portuguese territory at Braga, Rifleman defeats (11.76/14): Portuguese Swordsman (Prob Victory: 95.7%)
While attacking in Portuguese territory at Braga, Knight defeats (6.20/10): Portuguese Axeman (Prob Victory: 69.9%)
Knight promoted: Combat I
Knight promoted: Combat II
While attacking in Portuguese territory at Braga, Knight loses to: Portuguese Longbowman (2.70/6) (Prob Victory: 71.4%)
Knight promoted: Combat I
Knight promoted: Combat II
While attacking in Portuguese territory at Braga, Knight defeats (10.00/10): Portuguese Longbowman (Prob Victory: 96.3%)
Captured Braga (Joao II)
Braga begins: Forge (121 turns)
A Farm was built near FarCanal
Knight promoted: Combat I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Tech learned: Chemistry
Ulundi finishes: Observatory
A Town was built near Nobamba
A Village was built near Nongoma
Évora grows: 5
Oporto finishes: Library
Lisbon's borders expand

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

Turn 201/500 (1410 AD) [21-Nov-2008 21:21:13]
Oporto begins: Forge (11 turns)
While attacking in the wild at Lagos, Rifleman defeats (14.00/14): Portuguese Worker (Prob Victory: 96.3%)
A Workshop was built near FarCanal
Ulundi begins: Confucian Temple (4 turns)
Suryavarman II(Khmer) and Joao II(Portugal) have signed a peace treaty
Traded for Guimarães (Joao II)
Guimarães begins: Theatre (4 turns)
Fifthburg begins: Frigate (3 turns)
Fifthburg begins: Privateer (2 turns)
Marbles finishes: Market
Engineering finishes: Confucian Temple
Nobamba finishes: Rifleman
Nongoma finishes: Confucian Temple
Guimarães's borders expand

IBT:
Team 7 becomes a Vassal State of Team 5 (India)
Attitude Change: Boudica(Celtia) towards Joao II(Portugal), from 'Cautious' to 'Pleased'
Attitude Change: Gandhi(India) towards Boudica(Celtia), from 'Pleased' to 'Friendly'
Attitude Change: Gandhi(India) towards Joao II(Portugal), from 'Pleased' to 'Friendly'
Attitude Change: Pericles(Greece) towards Augustus Caesar(Rome), from 'Friendly' to 'Pleased'
Attitude Change: Joao II(Portugal) towards Suryavarman II(Khmer), from 'Furious' to 'Cautious'
Attitude Change: Joao II(Portugal) towards Gandhi(India), from 'Pleased' to 'Friendly'

Turn 202/500 (1420 AD) [21-Nov-2008 21:46:45]
Marbles begins: Grocer (6 turns)
Engineering begins: Knight (2 turns)
Nongoma begins: Market (6 turns)
Rifleman promoted: Combat II
Chariot promoted: Combat I
Fifthburg finishes: Privateer
Engineering finishes: Knight
FarCanal finishes: Maceman
Leiria grows: 7
Leiria finishes: Maceman
Évora grows: 6
Oporto grows: 8

IBT:
Attitude Change: Charlemagne(Holy Rome) towards Augustus Caesar(Rome), from 'Cautious' to 'Pleased'

Turn 203/500 (1430 AD) [21-Nov-2008 21:55:38]
Engineering begins: Rifleman (2 turns)
FarCanal begins: Rifleman (6 turns)
A Workshop was built near Leiria
Knight promoted: Combat I
Fifthburg begins: Privateer (2 turns)
Ulundi grows: 15
Ulundi finishes: Confucian Temple
Santarém grows: 5
Évora finishes: Library
Christianity has spread: Coimbra

IBT:

Turn 204/500 (1440 AD) [21-Nov-2008 21:59:42]
Ulundi begins: Market (5 turns)
Évora begins: Theatre (3 turns)
A Mine was built near FarCanal
Tech learned: Steel
Fifthburg finishes: Privateer
Engineering grows: 15
Engineering finishes: Rifleman
Nobamba finishes: Rifleman
Leiria's borders expand
Lisbon finishes: Library
Guimarães finishes: Theatre

IBT:

Turn 205/500 (1450 AD) [21-Nov-2008 22:04:27]
Research begun: Military Tradition (4 Turns)
Engineering begins: Rifleman (2 turns)
Lisbon begins: Theatre (2 turns)
Guimarães begins: Cannon (12 turns)
A Windmill was built near Leiria
Fifthburg finishes: Rifleman
Parma finishes: Grocer
FarCanal finishes: Rifleman
Évora finishes: Theatre
Lisbon finishes: Theatre
Guimarães grows: 7

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

Turn 206/500 (1460 AD) [21-Nov-2008 22:07:54]
Fifthburg begins: Frigate (3 turns)
Parma begins: Theatre (2 turns)
FarCanal begins: Cannon (5 turns)
Évora begins: Barracks (4 turns)
Lisbon begins: Barracks (3 turns)
A Workshop was built near Nobamba

Bad news: G. has Astro!!!
He settled a city near Ulundi, close to the spot i wish to settle to avoid this.
I can also see some borders in a icy island SW of Lagos.
After proposing capitulation to us, but i took only Guimarães, Joao auto-vassallized to G.

AC has both MT and MS :(

The good news are that we're building cannons, we have a couple privateers on sailing to the other continent, i upgraded all (2) our caravels to frigates and the CR3 maces.

There's some possible trade: Boudica, AC and G. offer Constitution.

I follow your suggestions, and promoted a chariot to M3, and it's now a knight with 3 moves.

We got 1667g in bank and we're researching MT in 2 @70% -7gpt.

And...

there're 7 (seven) full loaded galleons on the indian border.

More will follow...
 
The save

The in-game log
Spoiler :
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!
Turn 197, 1370 AD: You have constructed a Theatre in Engineering. Work has now begun on a Knight.
Turn 197, 1370 AD: You have constructed a Forge in Nongoma. Work has now begun on a Confucian Temple.

Turn 198, 1380 AD: You have constructed a Bank in Parma. Work has now begun on a Grocer.
Turn 198, 1380 AD: You have constructed a Theatre in Marbles. Work has now begun on a Market.
Turn 198, 1380 AD: You have trained a Maceman in FarCanal. Work has now begun on a Maceman.
Turn 198, 1380 AD: You have constructed a Theatre in Ulundi. Work has now begun on a Observatory.
Turn 198, 1380 AD: You have trained a Rifleman in Nobamba. Work has now begun on a Rifleman.
Turn 198, 1380 AD: Augustus Caesar adopts Caste System!

Turn 199, 1390 AD: Suryavarman II's Rifleman (15.40) vs Joao II'sHorse Archer (5.71)
Turn 199, 1390 AD: Combat Odds: 99.9%
Turn 199, 1390 AD: (Extra Combat: -10%)
Turn 199, 1390 AD: (Extra Combat: +20%)
Turn 199, 1390 AD: (Combat: -25%)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 31 (69/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 31 (38/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 31 (7/100HP)
Turn 199, 1390 AD: Suryavarman II's Rifleman is hit for 12 (88/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 31 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Rifleman has defeated Joao II's Horse Archer!
Turn 199, 1390 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (10.32)
Turn 199, 1390 AD: Combat Odds: 2.5%
Turn 199, 1390 AD: (Plot Defense: +2%)
Turn 199, 1390 AD: (Fortify: +25%)
Turn 199, 1390 AD: (City Defense: +45%)
Turn 199, 1390 AD: Suryavarman II's Catapult is hit for 28 (72/100HP)
Turn 199, 1390 AD: Suryavarman II's Catapult is hit for 28 (44/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 14 (86/100HP)
Turn 199, 1390 AD: Suryavarman II's Catapult is hit for 28 (16/100HP)
Turn 199, 1390 AD: Suryavarman II's Catapult is hit for 28 (0/100HP)
Turn 199, 1390 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 199, 1390 AD: Suryavarman II's Knight (12.00) vs Joao II'sLongbowman (8.87)
Turn 199, 1390 AD: Combat Odds: 87.0%
Turn 199, 1390 AD: (Extra Combat: -20%)
Turn 199, 1390 AD: (Plot Defense: +2%)
Turn 199, 1390 AD: (Fortify: +25%)
Turn 199, 1390 AD: (City Defense: +45%)
Turn 199, 1390 AD: Suryavarman II's Knight is hit for 17 (83/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 22 (64/100HP)
Turn 199, 1390 AD: Suryavarman II's Knight is hit for 17 (66/100HP)
Turn 199, 1390 AD: Suryavarman II's Knight is hit for 17 (49/100HP)
Turn 199, 1390 AD: Suryavarman II's Knight is hit for 17 (32/100HP)
Turn 199, 1390 AD: Suryavarman II's Knight is hit for 17 (15/100HP)
Turn 199, 1390 AD: Suryavarman II's Knight is hit for 17 (0/100HP)
Turn 199, 1390 AD: Joao II's Longbowman has defeated Suryavarman II's Knight!
Turn 199, 1390 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (7.75)
Turn 199, 1390 AD: Combat Odds: 11.8%
Turn 199, 1390 AD: (Extra Combat: +10%)
Turn 199, 1390 AD: (Plot Defense: +2%)
Turn 199, 1390 AD: (Fortify: +25%)
Turn 199, 1390 AD: (City Defense: +25%)
Turn 199, 1390 AD: (City Attack: -20%)
Turn 199, 1390 AD: Suryavarman II's Catapult is hit for 25 (75/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 15 (76/100HP)
Turn 199, 1390 AD: Suryavarman II's Catapult is hit for 25 (50/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 15 (61/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 15 (46/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 15 (31/100HP)
Turn 199, 1390 AD: Suryavarman II's Catapult is hit for 25 (25/100HP)
Turn 199, 1390 AD: Suryavarman II's Catapult is hit for 25 (0/100HP)
Turn 199, 1390 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 199, 1390 AD: Suryavarman II's Knight (12.00) vs Joao II'sSwordsman (6.74)
Turn 199, 1390 AD: Combat Odds: 97.0%
Turn 199, 1390 AD: (Extra Combat: -20%)
Turn 199, 1390 AD: (Extra Combat: +10%)
Turn 199, 1390 AD: (Plot Defense: +2%)
Turn 199, 1390 AD: (Fortify: +25%)
Turn 199, 1390 AD: Joao II's Swordsman is hit for 25 (57/100HP)
Turn 199, 1390 AD: Joao II's Swordsman is hit for 25 (32/100HP)
Turn 199, 1390 AD: Joao II's Swordsman is hit for 25 (7/100HP)
Turn 199, 1390 AD: Joao II's Swordsman is hit for 25 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Knight has defeated Joao II's Swordsman!
Turn 199, 1390 AD: Suryavarman II's Maceman (8.00) vs Joao II'sAxeman (5.26)
Turn 199, 1390 AD: Combat Odds: 94.8%
Turn 199, 1390 AD: (Extra Combat: +10%)
Turn 199, 1390 AD: (Plot Defense: +2%)
Turn 199, 1390 AD: (Fortify: +25%)
Turn 199, 1390 AD: (City Attack: -45%)
Turn 199, 1390 AD: (Combat: -50%)
Turn 199, 1390 AD: (Combat: +75%)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 199, 1390 AD: Joao II's Axeman is hit for 23 (67/100HP)
Turn 199, 1390 AD: Joao II's Axeman is hit for 23 (44/100HP)
Turn 199, 1390 AD: Joao II's Axeman is hit for 23 (21/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 16 (68/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 16 (52/100HP)
Turn 199, 1390 AD: Joao II's Axeman is hit for 23 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman has defeated Joao II's Axeman!
Turn 199, 1390 AD: Suryavarman II's Maceman (8.00) vs Joao II'sLongbowman (4.19)
Turn 199, 1390 AD: Combat Odds: 96.7%
Turn 199, 1390 AD: (Plot Defense: +2%)
Turn 199, 1390 AD: (Fortify: +25%)
Turn 199, 1390 AD: (City Defense: +45%)
Turn 199, 1390 AD: (City Attack: -45%)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 23 (32/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 23 (9/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 23 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 199, 1390 AD: Suryavarman II's Maceman (8.80) vs Joao II'sHorse Archer (4.92)
Turn 199, 1390 AD: Combat Odds: 97.0%
Turn 199, 1390 AD: (Extra Combat: -10%)
Turn 199, 1390 AD: (Extra Combat: +20%)
Turn 199, 1390 AD: (City Attack: -20%)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 25 (57/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 25 (32/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 25 (7/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 15 (70/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 25 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman has defeated Joao II's Horse Archer!
Turn 199, 1390 AD: Suryavarman II's Maceman (8.00) vs Joao II'sHorse Archer (3.75)
Turn 199, 1390 AD: Combat Odds: 99.3%
Turn 199, 1390 AD: (City Attack: -45%)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 28 (63/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 14 (72/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 28 (35/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 28 (7/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 28 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman has defeated Joao II's Horse Archer!
Turn 199, 1390 AD: Suryavarman II's Maceman (8.00) vs Joao II'sLongbowman (2.64)
Turn 199, 1390 AD: Combat Odds: 100.0%
Turn 199, 1390 AD: (Extra Combat: +10%)
Turn 199, 1390 AD: (Plot Defense: +2%)
Turn 199, 1390 AD: (Fortify: +25%)
Turn 199, 1390 AD: (City Defense: +25%)
Turn 199, 1390 AD: (City Attack: -20%)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 23 (8/100HP)
Turn 199, 1390 AD: Joao II's Longbowman is hit for 23 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 199, 1390 AD: Suryavarman II's Maceman (8.00) vs Joao II'sChariot (2.14)
Turn 199, 1390 AD: Combat Odds: 100.0%
Turn 199, 1390 AD: (City Attack: -45%)
Turn 199, 1390 AD: Joao II's Chariot is hit for 34 (44/100HP)
Turn 199, 1390 AD: Joao II's Chariot is hit for 34 (10/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 11 (89/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 11 (78/100HP)
Turn 199, 1390 AD: Joao II's Chariot is hit for 34 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman has defeated Joao II's Chariot!
Turn 199, 1390 AD: Suryavarman II's Knight (10.00) vs Joao II'sChariot (3.12)
Turn 199, 1390 AD: Combat Odds: 100.0%
Turn 199, 1390 AD: Joao II's Chariot is hit for 32 (46/100HP)
Turn 199, 1390 AD: Joao II's Chariot is hit for 32 (14/100HP)
Turn 199, 1390 AD: Suryavarman II's Knight is hit for 12 (88/100HP)
Turn 199, 1390 AD: Joao II's Chariot is hit for 32 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Knight has defeated Joao II's Chariot!
Turn 199, 1390 AD: You have captured Coimbra!!!
Turn 199, 1390 AD: You have trained a Knight in Engineering. Work has now begun on a Confucian Temple.
Turn 199, 1390 AD: Confucianism has spread in Arpinum.
Turn 199, 1390 AD: Money changers have flocked to the Market in the Greek city of Knossos, attracting all manner of customers in need of changing one nation's currency for another's.
Turn 199, 1390 AD: Joao II's Horse Archer (6.60) vs Suryavarman II'sRifleman (18.90)
Turn 199, 1390 AD: Combat Odds: 0.1%
Turn 199, 1390 AD: (Extra Combat: -10%)
Turn 199, 1390 AD: (Extra Combat: +10%)
Turn 199, 1390 AD: (Combat: +25%)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 32 (68/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 32 (36/100HP)
Turn 199, 1390 AD: Suryavarman II's Rifleman is hit for 12 (88/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 32 (4/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 32 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Rifleman has defeated Joao II's Horse Archer!
Turn 199, 1390 AD: Joao II's Horse Archer (6.60) vs Suryavarman II'sMaceman (8.80)
Turn 199, 1390 AD: Combat Odds: 21.9%
Turn 199, 1390 AD: (Extra Combat: -10%)
Turn 199, 1390 AD: (Extra Combat: +10%)
Turn 199, 1390 AD: (Fortify: +25%)
Turn 199, 1390 AD: (Combat: -25%)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 23 (77/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 17 (83/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 17 (66/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 17 (49/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 17 (32/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman is hit for 17 (15/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 23 (54/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 23 (31/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 23 (8/100HP)
Turn 199, 1390 AD: Joao II's Horse Archer is hit for 23 (0/100HP)
Turn 199, 1390 AD: Suryavarman II's Maceman has defeated Joao II's Horse Archer!
Turn 199, 1390 AD: Joao II adopts Bureaucracy!

Turn 200, 1400 AD: Suryavarman II's Rifleman (15.40) vs Joao II'sLongbowman (8.10)
Turn 200, 1400 AD: Combat Odds: 98.5%
Turn 200, 1400 AD: (Extra Combat: -10%)
Turn 200, 1400 AD: (Plot Defense: +40%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: (City Defense: +45%)
Turn 200, 1400 AD: (City Attack: -75%)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 27 (73/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman is hit for 14 (86/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman is hit for 14 (72/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 27 (46/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman is hit for 14 (58/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman is hit for 14 (44/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 27 (19/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 27 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman has defeated Joao II's Longbowman!
Turn 200, 1400 AD: Suryavarman II's Rifleman (14.00) vs Joao II'sSwordsman (6.00)
Turn 200, 1400 AD: Combat Odds: 99.6%
Turn 200, 1400 AD: (Extra Combat: +10%)
Turn 200, 1400 AD: (Plot Defense: +40%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: (City Attack: -75%)
Turn 200, 1400 AD: Suryavarman II's Rifleman is hit for 13 (87/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman is hit for 13 (74/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 30 (70/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 30 (40/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 30 (10/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 30 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman has defeated Joao II's Swordsman!
Turn 200, 1400 AD: Suryavarman II's Rifleman (14.00) vs Joao II'sSwordsman (6.00)
Turn 200, 1400 AD: Combat Odds: 99.6%
Turn 200, 1400 AD: (Extra Combat: +10%)
Turn 200, 1400 AD: (Plot Defense: +40%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: (City Attack: -75%)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 30 (70/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 30 (40/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 30 (10/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 30 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman has defeated Joao II's Swordsman!
Turn 200, 1400 AD: Suryavarman II's Rifleman (14.00) vs Joao II'sAxeman (5.00)
Turn 200, 1400 AD: Combat Odds: 99.9%
Turn 200, 1400 AD: (Extra Combat: +10%)
Turn 200, 1400 AD: (Plot Defense: +40%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: (City Attack: -75%)
Turn 200, 1400 AD: Joao II's Axeman is hit for 32 (68/100HP)
Turn 200, 1400 AD: Joao II's Axeman is hit for 32 (36/100HP)
Turn 200, 1400 AD: Joao II's Axeman is hit for 32 (4/100HP)
Turn 200, 1400 AD: Joao II's Axeman is hit for 32 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman has defeated Joao II's Axeman!
Turn 200, 1400 AD: Suryavarman II's Gustavus II Adolphus (Rifleman) (15.40) vs Joao II'sHorse Archer (5.71)
Turn 200, 1400 AD: Combat Odds: 99.9%
Turn 200, 1400 AD: (Extra Combat: -10%)
Turn 200, 1400 AD: (Extra Combat: +20%)
Turn 200, 1400 AD: (Combat: -25%)
Turn 200, 1400 AD: Joao II's Horse Archer is hit for 31 (69/100HP)
Turn 200, 1400 AD: Joao II's Horse Archer is hit for 31 (38/100HP)
Turn 200, 1400 AD: Joao II's Horse Archer is hit for 31 (7/100HP)
Turn 200, 1400 AD: Joao II's Horse Archer is hit for 31 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Gustavus II Adolphus (Rifleman) has defeated Joao II's Horse Archer!
Turn 200, 1400 AD: Suryavarman II's Rifleman (13.55) vs Joao II'sHorse Archer (3.33)
Turn 200, 1400 AD: Combat Odds: 100.0%
Turn 200, 1400 AD: (Extra Combat: -10%)
Turn 200, 1400 AD: (Extra Combat: +20%)
Turn 200, 1400 AD: (City Attack: -75%)
Turn 200, 1400 AD: (Combat: -25%)
Turn 200, 1400 AD: Joao II's Horse Archer is hit for 38 (62/100HP)
Turn 200, 1400 AD: Joao II's Horse Archer is hit for 38 (24/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman is hit for 10 (78/100HP)
Turn 200, 1400 AD: Joao II's Horse Archer is hit for 38 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman has defeated Joao II's Horse Archer!
Turn 200, 1400 AD: Suryavarman II's Ballista Elephant (9.60) vs Joao II'sChariot (2.85)
Turn 200, 1400 AD: Combat Odds: 100.0%
Turn 200, 1400 AD: (Extra Combat: -20%)
Turn 200, 1400 AD: (Extra Combat: +10%)
Turn 200, 1400 AD: (Combat: -50%)
Turn 200, 1400 AD: Joao II's Chariot is hit for 34 (66/100HP)
Turn 200, 1400 AD: Joao II's Chariot is hit for 34 (32/100HP)
Turn 200, 1400 AD: Suryavarman II's Ballista Elephant is hit for 11 (89/100HP)
Turn 200, 1400 AD: Suryavarman II's Ballista Elephant is hit for 11 (78/100HP)
Turn 200, 1400 AD: Joao II's Chariot is hit for 34 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Ballista Elephant has defeated Joao II's Chariot!
Turn 200, 1400 AD: You have captured Lagos!!!
Turn 200, 1400 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (15.00)
Turn 200, 1400 AD: Combat Odds: 0.2%
Turn 200, 1400 AD: (Plot Defense: +100%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: (City Defense: +45%)
Turn 200, 1400 AD: (City Attack: -20%)
Turn 200, 1400 AD: Suryavarman II's Catapult is hit for 33 (67/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 12 (88/100HP)
Turn 200, 1400 AD: Suryavarman II's Catapult is hit for 33 (34/100HP)
Turn 200, 1400 AD: Suryavarman II's Catapult is hit for 33 (1/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 12 (76/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 12 (64/100HP)
Turn 200, 1400 AD: Suryavarman II's Catapult is hit for 33 (0/100HP)
Turn 200, 1400 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 200, 1400 AD: Suryavarman II's Rifleman (15.40) vs Joao II'sSwordsman (9.55)
Turn 200, 1400 AD: Combat Odds: 95.7%
Turn 200, 1400 AD: (Extra Combat: -10%)
Turn 200, 1400 AD: (Extra Combat: +10%)
Turn 200, 1400 AD: (Plot Defense: +40%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 24 (67/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman is hit for 16 (84/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 24 (43/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 24 (19/100HP)
Turn 200, 1400 AD: Joao II's Swordsman is hit for 24 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Rifleman has defeated Joao II's Swordsman!
Turn 200, 1400 AD: Suryavarman II's Knight (12.00) vs Joao II'sAxeman (10.57)
Turn 200, 1400 AD: Combat Odds: 69.9%
Turn 200, 1400 AD: (Extra Combat: -20%)
Turn 200, 1400 AD: (Extra Combat: +10%)
Turn 200, 1400 AD: (Plot Defense: +100%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: Joao II's Axeman is hit for 20 (70/100HP)
Turn 200, 1400 AD: Suryavarman II's Knight is hit for 19 (81/100HP)
Turn 200, 1400 AD: Joao II's Axeman is hit for 20 (50/100HP)
Turn 200, 1400 AD: Joao II's Axeman is hit for 20 (30/100HP)
Turn 200, 1400 AD: Suryavarman II's Knight is hit for 19 (62/100HP)
Turn 200, 1400 AD: Joao II's Axeman is hit for 20 (10/100HP)
Turn 200, 1400 AD: Joao II's Axeman is hit for 20 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Knight has defeated Joao II's Axeman!
Turn 200, 1400 AD: Suryavarman II's Knight (12.00) vs Joao II'sLongbowman (10.36)
Turn 200, 1400 AD: Combat Odds: 71.4%
Turn 200, 1400 AD: (Extra Combat: -20%)
Turn 200, 1400 AD: (Plot Defense: +100%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: (City Defense: +45%)
Turn 200, 1400 AD: Suryavarman II's Knight is hit for 21 (79/100HP)
Turn 200, 1400 AD: Suryavarman II's Knight is hit for 21 (58/100HP)
Turn 200, 1400 AD: Suryavarman II's Knight is hit for 21 (37/100HP)
Turn 200, 1400 AD: Suryavarman II's Knight is hit for 21 (16/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 19 (45/100HP)
Turn 200, 1400 AD: Suryavarman II's Knight is hit for 21 (0/100HP)
Turn 200, 1400 AD: Joao II's Longbowman has defeated Suryavarman II's Knight!
Turn 200, 1400 AD: Suryavarman II's Knight (12.00) vs Joao II'sLongbowman (7.29)
Turn 200, 1400 AD: Combat Odds: 96.3%
Turn 200, 1400 AD: (Extra Combat: -20%)
Turn 200, 1400 AD: (Plot Defense: +100%)
Turn 200, 1400 AD: (Fortify: +25%)
Turn 200, 1400 AD: (City Defense: +45%)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 20 (25/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 20 (5/100HP)
Turn 200, 1400 AD: Joao II's Longbowman is hit for 20 (0/100HP)
Turn 200, 1400 AD: Suryavarman II's Knight has defeated Joao II's Longbowman!
Turn 200, 1400 AD: You have captured Braga!!!
Turn 200, 1400 AD: You have discovered Chemistry!
Turn 200, 1400 AD: You have constructed a Observatory in Ulundi. Work has now begun on a Lighthouse.
Turn 200, 1400 AD: The borders of Lisbon have expanded!
Turn 200, 1400 AD: Sir Thomas Roe (Great Merchant) has been born in Thebes (Pericles)!

Turn 201, 1410 AD: You have made peace with Joao II!
Turn 201, 1410 AD: You have trained a Rifleman in Nobamba. Work has now begun on a Rifleman.
Turn 201, 1410 AD: The borders of Guimarães have expanded!
Turn 201, 1410 AD: A collapsed politically arranged wedding and a jilted bride are at the center of new tensions between the Greek and Roman Empires.
Turn 201, 1410 AD: Joao II has agreed to become a vassal state of Gandhi

Turn 202, 1420 AD: You have trained a Privateer in Fifthburg. Work has now begun on a Rifleman.
Turn 202, 1420 AD: You have trained a Maceman in Leiria. Work has now begun on a Maceman.

Turn 203, 1430 AD: Christianity has spread in Coimbra.

Turn 204, 1440 AD: Boudica has 110 gold available for trade
Turn 204, 1440 AD: Gandhi has 470 gold available for trade
Turn 204, 1440 AD: Clearing a Forest has created 30 ? for FarCanal.
Turn 204, 1440 AD: You have discovered Steel!
Turn 204, 1440 AD: You have trained a Privateer in Fifthburg. Work has now begun on a Rifleman.
Turn 204, 1440 AD: Engineering has grown to size 15
Turn 204, 1440 AD: You have trained a Rifleman in Nobamba. Work has now begun on a Rifleman.
Turn 204, 1440 AD: The borders of Leiria have expanded!
Turn 204, 1440 AD: Leiria will grow to size 8 on the next turn
Turn 204, 1440 AD: Guimarães will grow to size 7 on the next turn

Turn 205, 1450 AD: Boudica has 260 gold available for trade
Turn 205, 1450 AD: Boudica has 8 gold per turn available for trade
Turn 205, 1450 AD: Augustus Caesar has 540 gold available for trade
Turn 205, 1450 AD: Leiria will grow to size 8 on the next turn
Turn 205, 1450 AD: Évora will grow to size 7 on the next turn
Turn 205, 1450 AD: Guimarães has grown to size 7
Turn 205, 1450 AD: Deal Canceled: Fish to Charlemagne for Gold Per Turn (5)
Turn 205, 1450 AD: Coimbra's cultural boundary is about to expand.
Turn 205, 1450 AD: Lagos's cultural boundary is about to expand.

Turn 206, 1460 AD: New Tech(s) to trade: Boudica, Augustus Caesar
Turn 206, 1460 AD: Charlemagne has 10 gold per turn available for trade


I built our cheap theaters in many cities, to avoid unhappiness. I suppose we need them after the indian war will start.

5th is 9 turns away from his GP, and i put 2 merch at work there.

Tried to improve the territory at best, also some MM where needed

For what is worth, our score and power graphs are vertical!!!

Go berserk, honour your nick!!!
 
I'll take a look at the save tonite and post some sort of plan.
 
I propose to build a settler, probably in Ulundi to settle a city 2W1S of copper W of Ulundi.
There's some Rifle in Ulundi, ready to take that indian city, now defended by 2 knights.
Also, better keep some rifle for defense in our main cities, often the AI tries amphibious attacks in BtS.

Better discuss the trade possibilities before DoW.

Before land the troops, take a look at Dehli, and if (i don't think it's the case) very lightly defended, try an amphibious attack.
If not, i'd land on the hill NE of Dehli.
Also, there's an island with a small city S of Dehli: evaluate if we can take it easily, or it will cut the route to our mainland.
In case land our Rifle medic, 2maces and 2 knights there, to raze it, it got horses.

I built the privateers 'cause they are almost as powerful as frigates, good for galleon attack. Or carracks.

I think a drydock is a good choice in our HE city, maybe after next rifle.

Remember that since Joao is vassal of Gandhi, we're at war with him too.
 
So war weariness will be less cus J will have to declare on us, right? I never pay much attention to WW.

Before we declare war, we need to discuss the dogpile issue. Did gandhi switch to FreeRel? Can we bribe some of them to attack HRE? The AI wouldn't join a 2nd war then, correct? I think a world war is best for us.
 
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