SGOTM 08 - Fifth Element

Turn Log continued...

Turn 249, 1695 AD: Suryavarman II's Cannon (12.00) vs Charlemagne'sLongbowman (17.10)
Turn 249, 1695 AD: Combat Odds: 20.9%
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (Fortify: +25%)
Turn 249, 1695 AD: (City Defense: +100%)
Turn 249, 1695 AD: Your Cannon has caused collateral damage! (3 Units)
Turn 249, 1695 AD: Suryavarman II's Cannon is hit for 23 (77/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 16 (84/100HP)
Turn 249, 1695 AD: Suryavarman II's Cannon is hit for 23 (54/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 16 (68/100HP)
Turn 249, 1695 AD: Suryavarman II's Cannon is hit for 23 (31/100HP)
Turn 249, 1695 AD: Suryavarman II's Cannon is hit for 23 (8/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 16 (52/100HP)
Turn 249, 1695 AD: Suryavarman II's Cannon is hit for 23 (0/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman has defeated Suryavarman II's Cannon!
Turn 249, 1695 AD: Your Cannon has died trying to attack a Longbowman!
Turn 249, 1695 AD: Suryavarman II's Cannon (12.00) vs Charlemagne'sLongbowman (12.85)
Turn 249, 1695 AD: Combat Odds: 49.1%
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (Fortify: +25%)
Turn 249, 1695 AD: (City Defense: +70%)
Turn 249, 1695 AD: Your Cannon has caused collateral damage! (3 Units)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 18 (66/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 18 (48/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 18 (30/100HP)
Turn 249, 1695 AD: Suryavarman II's Cannon is hit for 21 (79/100HP)
Turn 249, 1695 AD: Your Cannon has withdrawn from combat with a Longbowman!
Turn 249, 1695 AD: Suryavarman II's Rifleman (15.40) vs Charlemagne'sCrossbowman (5.25)
Turn 249, 1695 AD: Combat Odds: 99.9%
Turn 249, 1695 AD: (Extra Combat: -10%)
Turn 249, 1695 AD: (Extra Combat: +20%)
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (City Defense: +20%)
Turn 249, 1695 AD: (City Attack: -75%)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 13 (87/100HP)
Turn 249, 1695 AD: Charlemagne's Crossbowman is hit for 30 (40/100HP)
Turn 249, 1695 AD: Charlemagne's Crossbowman is hit for 30 (10/100HP)
Turn 249, 1695 AD: Charlemagne's Crossbowman is hit for 30 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman has defeated Charlemagne's Crossbowman!
Turn 249, 1695 AD: Your Rifleman has destroyed a Crossbowman!
Turn 249, 1695 AD: Suryavarman II's Rifleman (15.40) vs Charlemagne'sLongbowman (5.04)
Turn 249, 1695 AD: Combat Odds: 99.9%
Turn 249, 1695 AD: (Extra Combat: -10%)
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (Fortify: +25%)
Turn 249, 1695 AD: (City Defense: +100%)
Turn 249, 1695 AD: (City Attack: -75%)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 26 (14/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 15 (85/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 26 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman has defeated Charlemagne's Longbowman!
Turn 249, 1695 AD: Your Rifleman has destroyed a Longbowman!
Turn 249, 1695 AD: Your Airship has attacked an enemy Longbowman! (-15% Damage)
Turn 249, 1695 AD: Your Airship has attacked an enemy Longbowman! (-16% Damage)
Turn 249, 1695 AD: Your Airship has attacked an enemy Longbowman! (-5% Damage)
Turn 249, 1695 AD: Your Airship has attacked an enemy Longbowman! (-4% Damage)
Turn 249, 1695 AD: Suryavarman II's Cavalry (18.00) vs Charlemagne'sLandsknecht (17.70)
Turn 249, 1695 AD: Combat Odds: 63.5%
Turn 249, 1695 AD: (Extra Combat: -20%)
Turn 249, 1695 AD: (Extra Combat: +10%)
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (Fortify: +25%)
Turn 249, 1695 AD: (Combat: +100%)
Turn 249, 1695 AD: Charlemagne's Landsknecht is hit for 20 (80/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 19 (81/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 19 (62/100HP)
Turn 249, 1695 AD: Charlemagne's Landsknecht is hit for 20 (60/100HP)
Turn 249, 1695 AD: Charlemagne's Landsknecht is hit for 20 (40/100HP)
Turn 249, 1695 AD: Charlemagne's Landsknecht is hit for 20 (20/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 19 (43/100HP)
Turn 249, 1695 AD: Charlemagne's Landsknecht is hit for 20 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry has defeated Charlemagne's Landsknecht!
Turn 249, 1695 AD: Your Cavalry has destroyed a Landsknecht!
Turn 249, 1695 AD: Suryavarman II's Cavalry (18.00) vs Charlemagne'sLongbowman (13.68)
Turn 249, 1695 AD: Combat Odds: 80.1%
Turn 249, 1695 AD: (Extra Combat: -20%)
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (Fortify: +25%)
Turn 249, 1695 AD: (City Defense: +100%)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 18 (82/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 18 (64/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 18 (46/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 21 (59/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 21 (38/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 21 (17/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 21 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry has defeated Charlemagne's Longbowman!
Turn 249, 1695 AD: Your Cavalry has destroyed a Longbowman!
Turn 249, 1695 AD: Suryavarman II's Cavalry (18.00) vs Charlemagne'sLongbowman (12.24)
Turn 249, 1695 AD: Combat Odds: 84.6%
Turn 249, 1695 AD: (Extra Combat: -20%)
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (Fortify: +25%)
Turn 249, 1695 AD: (City Defense: +70%)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 22 (58/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 22 (36/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 22 (14/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 17 (83/100HP)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 22 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry has defeated Charlemagne's Longbowman!
Turn 249, 1695 AD: Your Cavalry has destroyed a Longbowman!
Turn 249, 1695 AD: Suryavarman II's Cavalry (18.00) vs Charlemagne'sCuirassier (14.40)
Turn 249, 1695 AD: Combat Odds: 75.1%
Turn 249, 1695 AD: (Extra Combat: -20%)
Turn 249, 1695 AD: (Extra Combat: +20%)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 17 (83/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 22 (78/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 22 (56/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 22 (34/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 17 (66/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 17 (49/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 17 (32/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 17 (15/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 17 (0/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier has defeated Suryavarman II's Cavalry!
Turn 249, 1695 AD: Your Cavalry has died trying to attack a Cuirassier!
Turn 249, 1695 AD: Suryavarman II's Cavalry (18.00) vs Charlemagne'sCuirassier (12.00)
Turn 249, 1695 AD: Combat Odds: 90.1%
Turn 249, 1695 AD: (Extra Combat: -20%)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 24 (76/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 16 (84/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry is hit for 16 (68/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 24 (52/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 24 (28/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 24 (4/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 24 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry has defeated Charlemagne's Cuirassier!
Turn 249, 1695 AD: Your Cavalry has destroyed a Cuirassier!
Turn 249, 1695 AD: Suryavarman II's Cavalry (18.00) vs Charlemagne'sCatapult (5.00)
Turn 249, 1695 AD: Combat Odds: 100.0%
Turn 249, 1695 AD: (Extra Combat: -20%)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 35 (65/100HP)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 35 (30/100HP)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 35 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry has defeated Charlemagne's Catapult!
Turn 249, 1695 AD: Your Cavalry has destroyed a Catapult!
Turn 249, 1695 AD: Suryavarman II's Cavalry (16.57) vs Charlemagne'sCatapult (5.00)
Turn 249, 1695 AD: Combat Odds: 100.0%
Turn 249, 1695 AD: (Extra Combat: -30%)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 35 (65/100HP)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 35 (30/100HP)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 35 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Cavalry has defeated Charlemagne's Catapult!
Turn 249, 1695 AD: Your Cavalry has destroyed a Catapult!
Turn 249, 1695 AD: You have captured Vienna!!!
Turn 249, 1695 AD: Suryavarman II's Rifleman (15.40) vs Charlemagne'sLandsknecht (6.30)
Turn 249, 1695 AD: Combat Odds: 99.9%
Turn 249, 1695 AD: (Extra Combat: -10%)
Turn 249, 1695 AD: (Extra Combat: +10%)
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (Fortify: +25%)
Turn 249, 1695 AD: (City Attack: -45%)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 14 (86/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 14 (72/100HP)
Turn 249, 1695 AD: Charlemagne's Landsknecht is hit for 28 (42/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 14 (58/100HP)
Turn 249, 1695 AD: Charlemagne's Landsknecht is hit for 28 (14/100HP)
Turn 249, 1695 AD: Charlemagne's Landsknecht is hit for 28 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman has defeated Charlemagne's Landsknecht!
Turn 249, 1695 AD: Your Rifleman has destroyed a Landsknecht!
Turn 249, 1695 AD: Suryavarman II's Rifleman (15.40) vs Charlemagne'sCatapult (4.16)
Turn 249, 1695 AD: Combat Odds: 100.0%
Turn 249, 1695 AD: (Extra Combat: -10%)
Turn 249, 1695 AD: (City Attack: -20%)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 36 (64/100HP)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 36 (28/100HP)
Turn 249, 1695 AD: Charlemagne's Catapult is hit for 36 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman has defeated Charlemagne's Catapult!
Turn 249, 1695 AD: Your Rifleman has destroyed a Catapult!
Turn 249, 1695 AD: Suryavarman II's Rifleman (12.32) vs Charlemagne'sLongbowman (2.52)
Turn 249, 1695 AD: Combat Odds: 100.0%
Turn 249, 1695 AD: (Extra Combat: -10%)
Turn 249, 1695 AD: (Plot Defense: +60%)
Turn 249, 1695 AD: (Fortify: +25%)
Turn 249, 1695 AD: (City Defense: +70%)
Turn 249, 1695 AD: (City Attack: -45%)
Turn 249, 1695 AD: Charlemagne's Longbowman is hit for 26 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman has defeated Charlemagne's Longbowman!
Turn 249, 1695 AD: Your Rifleman has destroyed a Longbowman!
Turn 249, 1695 AD: You have captured Ulm!!!
Turn 249, 1695 AD: Suryavarman II's Rifleman (15.40) vs Charlemagne'sCuirassier (6.66)
Turn 249, 1695 AD: Combat Odds: 99.6%
Turn 249, 1695 AD: (Extra Combat: -10%)
Turn 249, 1695 AD: (Extra Combat: +20%)
Turn 249, 1695 AD: (City Attack: -75%)
Turn 249, 1695 AD: (Combat: -25%)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 29 (71/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 29 (42/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 29 (13/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 29 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman has defeated Charlemagne's Cuirassier!
Turn 249, 1695 AD: Your Rifleman has destroyed a Cuirassier!
Turn 249, 1695 AD: Suryavarman II's Rifleman (14.00) vs Charlemagne'sCuirassier (6.66)
Turn 249, 1695 AD: Combat Odds: 99.3%
Turn 249, 1695 AD: (Extra Combat: +20%)
Turn 249, 1695 AD: (City Attack: -75%)
Turn 249, 1695 AD: (Combat: -25%)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 28 (72/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 13 (87/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 28 (44/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 28 (16/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 13 (74/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 28 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman has defeated Charlemagne's Cuirassier!
Turn 249, 1695 AD: Your Rifleman has destroyed a Cuirassier!
Turn 249, 1695 AD: Suryavarman II's Rifleman (15.40) vs Charlemagne'sCuirassier (8.00)
Turn 249, 1695 AD: Combat Odds: 99.0%
Turn 249, 1695 AD: (Extra Combat: -10%)
Turn 249, 1695 AD: (Extra Combat: +20%)
Turn 249, 1695 AD: (City Attack: -45%)
Turn 249, 1695 AD: (Combat: -25%)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 27 (73/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 14 (86/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 27 (46/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 27 (19/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman is hit for 14 (72/100HP)
Turn 249, 1695 AD: Charlemagne's Cuirassier is hit for 27 (0/100HP)
Turn 249, 1695 AD: Suryavarman II's Rifleman has defeated Charlemagne's Cuirassier!
Turn 249, 1695 AD: Your Rifleman has destroyed a Cuirassier!
Turn 249, 1695 AD: Fifthburg celebrates "We Love the Prime Minister Day"!!!
Turn 249, 1695 AD: You have trained a Cannon in Nobamba. Work has now begun on a Cannon.
Turn 249, 1695 AD: The borders of Pataliputra have expanded!
 
Turn Log concluded...

Turn 250, 1700 AD: Your Airship has attacked an enemy Cuirassier! (-16% Damage)
Turn 250, 1700 AD: Your Airship has attacked an enemy Cuirassier! (-4% Damage)
Turn 250, 1700 AD: Your Airship has attacked an enemy Crossbowman! (-20% Damage)
Turn 250, 1700 AD: Your Airship has attacked an enemy Crossbowman! (-20% Damage)
Turn 250, 1700 AD: Suryavarman II's Rifleman (15.40) vs Charlemagne'sCuirassier (5.32)
Turn 250, 1700 AD: Combat Odds: 100.0%
Turn 250, 1700 AD: (Extra Combat: -10%)
Turn 250, 1700 AD: (Extra Combat: +20%)
Turn 250, 1700 AD: (City Attack: -75%)
Turn 250, 1700 AD: (Combat: -25%)
Turn 250, 1700 AD: Suryavarman II's Rifleman is hit for 12 (88/100HP)
Turn 250, 1700 AD: Charlemagne's Cuirassier is hit for 31 (49/100HP)
Turn 250, 1700 AD: Charlemagne's Cuirassier is hit for 31 (18/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman is hit for 12 (76/100HP)
Turn 250, 1700 AD: Charlemagne's Cuirassier is hit for 31 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman has defeated Charlemagne's Cuirassier!
Turn 250, 1700 AD: Your Rifleman has destroyed a Cuirassier!
Turn 250, 1700 AD: Suryavarman II's Rifleman (13.39) vs Charlemagne'sWar Elephant (4.44)
Turn 250, 1700 AD: Combat Odds: 100.0%
Turn 250, 1700 AD: (Extra Combat: -10%)
Turn 250, 1700 AD: (Extra Combat: +20%)
Turn 250, 1700 AD: (City Attack: -75%)
Turn 250, 1700 AD: (Combat: -25%)
Turn 250, 1700 AD: Charlemagne's War Elephant is hit for 34 (66/100HP)
Turn 250, 1700 AD: Charlemagne's War Elephant is hit for 34 (32/100HP)
Turn 250, 1700 AD: Charlemagne's War Elephant is hit for 34 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman has defeated Charlemagne's War Elephant!
Turn 250, 1700 AD: Your Rifleman has destroyed a War Elephant!
Turn 250, 1700 AD: Suryavarman II's Rifleman (14.44) vs Charlemagne'sCrossbowman (4.16)
Turn 250, 1700 AD: Combat Odds: 100.0%
Turn 250, 1700 AD: (Extra Combat: -20%)
Turn 250, 1700 AD: (Extra Combat: +10%)
Turn 250, 1700 AD: (City Defense: +20%)
Turn 250, 1700 AD: (City Attack: -45%)
Turn 250, 1700 AD: Charlemagne's Crossbowman is hit for 34 (46/100HP)
Turn 250, 1700 AD: Charlemagne's Crossbowman is hit for 34 (12/100HP)
Turn 250, 1700 AD: Charlemagne's Crossbowman is hit for 34 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman has defeated Charlemagne's Crossbowman!
Turn 250, 1700 AD: Your Rifleman has destroyed a Crossbowman!
Turn 250, 1700 AD: Suryavarman II's Rifleman (15.40) vs Charlemagne'sCrossbowman (5.28)
Turn 250, 1700 AD: Combat Odds: 100.0%
Turn 250, 1700 AD: (Extra Combat: -10%)
Turn 250, 1700 AD: (Extra Combat: +10%)
Turn 250, 1700 AD: (City Defense: +20%)
Turn 250, 1700 AD: (City Attack: -20%)
Turn 250, 1700 AD: Charlemagne's Crossbowman is hit for 31 (49/100HP)
Turn 250, 1700 AD: Charlemagne's Crossbowman is hit for 31 (18/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman is hit for 12 (88/100HP)
Turn 250, 1700 AD: Charlemagne's Crossbowman is hit for 31 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman has defeated Charlemagne's Crossbowman!
Turn 250, 1700 AD: Your Rifleman has destroyed a Crossbowman!
Turn 250, 1700 AD: Suryavarman II's Rifleman (13.39) vs Charlemagne'sLandsknecht (3.63)
Turn 250, 1700 AD: Combat Odds: 100.0%
Turn 250, 1700 AD: (Extra Combat: -10%)
Turn 250, 1700 AD: (Extra Combat: +10%)
Turn 250, 1700 AD: (City Attack: -75%)
Turn 250, 1700 AD: Charlemagne's Landsknecht is hit for 37 (63/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman is hit for 10 (77/100HP)
Turn 250, 1700 AD: Charlemagne's Landsknecht is hit for 37 (26/100HP)
Turn 250, 1700 AD: Charlemagne's Landsknecht is hit for 37 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman has defeated Charlemagne's Landsknecht!
Turn 250, 1700 AD: Your Rifleman has destroyed a Landsknecht!
Turn 250, 1700 AD: Suryavarman II's Rifleman (13.09) vs Charlemagne'sHorse Archer (3.33)
Turn 250, 1700 AD: Combat Odds: 100.0%
Turn 250, 1700 AD: (Extra Combat: -10%)
Turn 250, 1700 AD: (Extra Combat: +20%)
Turn 250, 1700 AD: (City Attack: -75%)
Turn 250, 1700 AD: (Combat: -25%)
Turn 250, 1700 AD: Charlemagne's Horse Archer is hit for 38 (62/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman is hit for 10 (75/100HP)
Turn 250, 1700 AD: Charlemagne's Horse Archer is hit for 38 (24/100HP)
Turn 250, 1700 AD: Charlemagne's Horse Archer is hit for 38 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman has defeated Charlemagne's Horse Archer!
Turn 250, 1700 AD: Your Rifleman has destroyed a Horse Archer!
Turn 250, 1700 AD: Suryavarman II's Rifleman (8.93) vs Charlemagne'sHorse Archer (4.00)
Turn 250, 1700 AD: Combat Odds: 97.1%
Turn 250, 1700 AD: (Extra Combat: -10%)
Turn 250, 1700 AD: (Extra Combat: +20%)
Turn 250, 1700 AD: (City Attack: -45%)
Turn 250, 1700 AD: (Combat: -25%)
Turn 250, 1700 AD: Charlemagne's Horse Archer is hit for 33 (67/100HP)
Turn 250, 1700 AD: Charlemagne's Horse Archer is hit for 33 (34/100HP)
Turn 250, 1700 AD: Charlemagne's Horse Archer is hit for 33 (1/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman is hit for 11 (47/100HP)
Turn 250, 1700 AD: Charlemagne's Horse Archer is hit for 33 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman has defeated Charlemagne's Horse Archer!
Turn 250, 1700 AD: Your Rifleman has destroyed a Horse Archer!
Turn 250, 1700 AD: Suryavarman II's Rifleman (12.32) vs Charlemagne'sCatapult (3.44)
Turn 250, 1700 AD: Combat Odds: 100.0%
Turn 250, 1700 AD: (Extra Combat: -10%)
Turn 250, 1700 AD: (City Attack: -45%)
Turn 250, 1700 AD: Charlemagne's Catapult is hit for 37 (63/100HP)
Turn 250, 1700 AD: Charlemagne's Catapult is hit for 37 (26/100HP)
Turn 250, 1700 AD: Charlemagne's Catapult is hit for 37 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Rifleman has defeated Charlemagne's Catapult!
Turn 250, 1700 AD: Your Rifleman has destroyed a Catapult!
Turn 250, 1700 AD: Your Airship has attacked an enemy Swordsman! (-19% Damage)
Turn 250, 1700 AD: Your Airship has attacked an enemy Swordsman! (-1% Damage)
Turn 250, 1700 AD: Your Airship has attacked an enemy Catapult! (-20% Damage)
Turn 250, 1700 AD: Suryavarman II's Cavalry (18.00) vs Charlemagne'sSwordsman (8.16)
Turn 250, 1700 AD: Combat Odds: 99.8%
Turn 250, 1700 AD: (Extra Combat: -20%)
Turn 250, 1700 AD: (Extra Combat: +10%)
Turn 250, 1700 AD: (Plot Defense: +60%)
Turn 250, 1700 AD: Charlemagne's Swordsman is hit for 27 (53/100HP)
Turn 250, 1700 AD: Charlemagne's Swordsman is hit for 27 (26/100HP)
Turn 250, 1700 AD: Charlemagne's Swordsman is hit for 27 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Cavalry has defeated Charlemagne's Swordsman!
Turn 250, 1700 AD: Your Cavalry has destroyed a Swordsman!
Turn 250, 1700 AD: Suryavarman II's Cavalry (14.94) vs Charlemagne'sLandsknecht (5.99)
Turn 250, 1700 AD: Combat Odds: 99.7%
Turn 250, 1700 AD: (Extra Combat: -20%)
Turn 250, 1700 AD: (Extra Combat: +10%)
Turn 250, 1700 AD: (Plot Defense: +60%)
Turn 250, 1700 AD: (Combat: +100%)
Turn 250, 1700 AD: Suryavarman II's Cavalry is hit for 16 (67/100HP)
Turn 250, 1700 AD: Charlemagne's Landsknecht is hit for 24 (13/100HP)
Turn 250, 1700 AD: Suryavarman II's Cavalry is hit for 16 (51/100HP)
Turn 250, 1700 AD: Charlemagne's Landsknecht is hit for 24 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Cavalry has defeated Charlemagne's Landsknecht!
Turn 250, 1700 AD: Your Cavalry has destroyed a Landsknecht!
Turn 250, 1700 AD: Suryavarman II's Cavalry (12.78) vs Charlemagne'sCuirassier (4.89)
Turn 250, 1700 AD: Combat Odds: 99.3%
Turn 250, 1700 AD: (Extra Combat: -20%)
Turn 250, 1700 AD: (Extra Combat: +20%)
Turn 250, 1700 AD: Charlemagne's Cuirassier is hit for 25 (9/100HP)
Turn 250, 1700 AD: Charlemagne's Cuirassier is hit for 25 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Cavalry has defeated Charlemagne's Cuirassier!
Turn 250, 1700 AD: Your Cavalry has destroyed a Cuirassier!
Turn 250, 1700 AD: Suryavarman II's Cavalry (12.24) vs Charlemagne'sCatapult (4.00)
Turn 250, 1700 AD: Combat Odds: 99.9%
Turn 250, 1700 AD: (Extra Combat: -20%)
Turn 250, 1700 AD: Suryavarman II's Cavalry is hit for 11 (57/100HP)
Turn 250, 1700 AD: Charlemagne's Catapult is hit for 34 (46/100HP)
Turn 250, 1700 AD: Charlemagne's Catapult is hit for 34 (12/100HP)
Turn 250, 1700 AD: Charlemagne's Catapult is hit for 34 (0/100HP)
Turn 250, 1700 AD: Suryavarman II's Cavalry has defeated Charlemagne's Catapult!
Turn 250, 1700 AD: Your Cavalry has destroyed a Catapult!
Turn 250, 1700 AD: You have captured Aachen!!!
 
Autolog:

Turn 245/500 (1675 AD) [30-Dec-2008 04:25:51]
Tolosa begins: Rifleman (9 turns)
Frigate promoted: Combat I
Engineering grows: 16
Engineering finishes: Cannon
Stoneopolis grows: 14
FarCanal begins: Cannon (5 turns)
FarCanal finishes: Cannon
Nobamba begins: Cannon (2 turns)
Nobamba finishes: Cannon
Nongoma's borders expand
Oporto grows: 14
Lisbon grows: 13
Coimbra grows: 12
Lagos finishes: Lighthouse
Braga begins: Cannon (6 turns)
Braga finishes: Cannon
Yasodharapura finishes: Harbor
Versailles finishes: West Point
Lahore finishes: Airship
Braganza grows: 9
Agra finishes: Library
Vienne's borders expand

Turn 246/500 (1680 AD) [30-Dec-2008 04:33:24]
Lahore begins: Cannon (15 turns)
Suryavarman II(Khmer) declares war on Charlemagne(Holy Rome)
Boudica(Celtia) declares war on Charlemagne(Holy Rome)
Gandhi(India) declares war on Charlemagne(Holy Rome)
A Mine was built near Faro
While attacking in Holy Roman territory at Nuremberg, Cavalry defeats (4.20/15): Holy Roman Longbowman (Prob Victory: 80.7%)
While attacking in Holy Roman territory at Nuremberg, Cavalry defeats (6.00/15): Holy Roman Swordsman (Prob Victory: 97.4%)
Islam has spread: Nuremberg
Hinduism has spread: Nuremberg
Buddhism has spread: Nuremberg
Captured Nuremberg (Charlemagne)
Nuremberg begins: Theatre (51 turns)
Tech learned: Assembly Line
Marbles grows: 20
Engineering finishes: Cannon
Leiria grows: 12
Évora grows: 12
Lisbon begins: Cannon (5 turns)
Lisbon finishes: Cannon
A Town was built near Lagos
Bombay's borders expand
Varanasi's borders expand
A Town was built near Varanasi
Calcutta finishes: Baray
Verlamion grows: 7
A Town was built near Numidian
A Hamlet was built near Tolosa
Vienne finishes: Theatre
Attitude Change: Boudica(Celtia) towards Pericles(Greece), from 'Pleased' to 'Cautious'
Attitude Change: Augustus Caesar(Rome) towards Boudica(Celtia), from 'Pleased' to 'Cautious'
Attitude Change: Charlemagne(Holy Rome) towards Suryavarman II(Khmer), from 'Annoyed' to 'Furious'
Attitude Change: Charlemagne(Holy Rome) towards Boudica(Celtia), from 'Annoyed' to 'Furious'
Attitude Change: Charlemagne(Holy Rome) towards Gandhi(India), from 'Cautious' to 'Furious'
Attitude Change: Gandhi(India) towards Charlemagne(Holy Rome), from 'Cautious' to 'Annoyed'

Turn 247/500 (1685 AD) [30-Dec-2008 04:40:31]
Research begun: Railroad (4 Turns)
Vienne begins: Library (3 turns)
Engineering begins: The Pentagon (14 turns)
While attacking in Holy Roman territory near Vienna, Cavalry defeats (7.35/15): Holy Roman Cuirassier (Prob Victory: 79.3%)
While attacking in Holy Roman territory near Vienna, Cavalry defeats (15.00/15): Holy Roman Cuirassier (Prob Victory: 100.0%)
A Town was built near FarCanal
Nobamba begins: Cannon (2 turns)
Nobamba finishes: Cannon
Lisbon grows: 14
Lagos grows: 7
A Village was built near Lagos
Guimarães grows: 13
Varanasi grows: 13
A Hamlet was built near Bibracte

Turn 248/500 (1690 AD) [30-Dec-2008 04:50:41]
While attacking in Holy Roman territory at Vienna, Cavalry defeats (6.45/15): Holy Roman Longbowman (Prob Victory: 77.0%)
While attacking in Holy Roman territory at Vienna, Cavalry defeats (6.00/15): Holy Roman Landsknecht (Prob Victory: 52.2%)
While attacking in Holy Roman territory at Vienna, Cavalry defeats (12.75/15): Holy Roman Crossbowman (Prob Victory: 95.7%)
While attacking in Holy Roman territory at Vienna, Cavalry defeats (9.90/15): Holy Roman Swordsman (Prob Victory: 90.5%)
A Mine was built near Braganza
While attacking in Holy Roman territory at Aachen, Heinz Guderian (Cavalry) defeats (12.75/15): Holy Roman Maceman (Prob Victory: 96.6%)
While attacking in Holy Roman territory at Vienna, Cavalry defeats (10.80/15): Holy Roman Axeman (Prob Victory: 98.8%)
While attacking in Holy Roman territory at Pisa, Rifleman loses to: Holy Roman Longbowman (6.00/6) (Prob Victory: 93.1%)
While attacking in Holy Roman territory at Pisa, Rifleman defeats (14.00/14): Holy Roman Crossbowman (Prob Victory: 100.0%)
While attacking in Holy Roman territory at Pisa, Rifleman defeats (14.00/14): Holy Roman Swordsman (Prob Victory: 99.9%)
While attacking in Holy Roman territory at Pisa, Rifleman defeats (12.60/14): Holy Roman Catapult (Prob Victory: 100.0%)
While attacking in Holy Roman territory at Pisa, Rifleman defeats (8.12/14): Holy Roman Longbowman (Prob Victory: 99.9%)
While attacking in Holy Roman territory at Pisa, Rifleman defeats (12.04/14): Holy Roman Maceman (Prob Victory: 100.0%)
Buddhism has spread: Pisa
Captured Pisa (Charlemagne)
Pisa begins: Theatre (51 turns)
Parma begins: Grenadier (6 turns)
Parma finishes: Grenadier
FarCanal grows: 17
Ulundi grows: 20
Nobamba begins: Cannon (2 turns)
Nobamba finishes: Cannon
Nongoma finishes: Broadway
A Town was built near Guimarães
A Village was built near Delhi
Versailles finishes: Infantry
Prayaga grows: 4
Durocortorum finishes: Lighthouse
While defending in Khmer territory at Vienne, Cavalry defeats (15.00/15): Holy Roman Catapult (Prob Victory: 97.7%)
While defending in Khmer territory at Vienne, Cavalry defeats (15.00/15): Holy Roman Catapult (Prob Victory: 97.7%)
While defending in Khmer territory at Vienne, Cavalry defeats (9.60/15): Holy Roman Catapult (Prob Victory: 99.6%)
While defending in Khmer territory at Vienne, Cavalry defeats (0.60/15): Holy Roman War Elephant (Prob Victory: 14.2%)
While defending in Holy Roman territory at Vienne, Cavalry loses to: Holy Roman Chariot (4.00/4) (Prob Victory: 0.0%)
Vienne lost
Hinduism has spread: Vienne (Holy Roman Empire)
While defending in Holy Roman territory near Aachen, Heinz Guderian (Cavalry) loses to: Holy Roman Landsknecht (2.22/6) (Prob Victory: 50.7%)
 
Autolog continued...

Turn 249/500 (1695 AD) [30-Dec-2008 04:56:33]
Versailles begins: Infantry (5 turns)
Versailles begins: Infantry (5 turns)
Versailles begins: Infantry (5 turns)
Infantry promoted: Combat I
Infantry promoted: Combat II
While attacking in Holy Roman territory at Ulm, Cannon loses to: Holy Roman Longbowman (3.12/6) (Prob Victory: 20.9%)
While attacking in Holy Roman territory at Ulm, Rifleman defeats (12.18/14): Holy Roman Crossbowman (Prob Victory: 99.9%)
While attacking in Holy Roman territory at Ulm, Rifleman defeats (11.90/14): Holy Roman Longbowman (Prob Victory: 99.9%)
While attacking in Holy Roman territory at Aachen, Cavalry defeats (6.45/15): Holy Roman Landsknecht (Prob Victory: 63.5%)
While attacking in Holy Roman territory at Aachen, Cavalry defeats (6.90/15): Holy Roman Longbowman (Prob Victory: 80.1%)
While attacking in Holy Roman territory at Aachen, Cavalry defeats (12.45/15): Holy Roman Longbowman (Prob Victory: 84.6%)
While attacking in Holy Roman territory at Aachen, Cavalry loses to: Holy Roman Cuirassier (4.08/12) (Prob Victory: 75.1%)
While attacking in Holy Roman territory at Aachen, Cavalry defeats (10.20/15): Holy Roman Cuirassier (Prob Victory: 90.1%)
While attacking in Holy Roman territory at Aachen, Cavalry defeats (15.00/15): Holy Roman Catapult (Prob Victory: 100.0%)
While attacking in Holy Roman territory at Vienna, Cavalry defeats (12.75/15): Holy Roman Catapult (Prob Victory: 100.0%)
Christianity has spread: Vienna
Hinduism has spread: Vienna
Buddhism has spread: Vienna
Captured Vienna (Charlemagne)
Vienna begins: Theatre (51 turns)
While attacking in Holy Roman territory at Ulm, Rifleman defeats (8.12/14): Holy Roman Landsknecht (Prob Victory: 99.9%)
While attacking in Holy Roman territory at Ulm, Rifleman defeats (14.00/14): Holy Roman Catapult (Prob Victory: 100.0%)
While attacking in Holy Roman territory at Ulm, Rifleman defeats (11.20/14): Holy Roman Longbowman (Prob Victory: 100.0%)
Hinduism has spread: Ulm
Buddhism has spread: Ulm
Captured Ulm (Charlemagne)
Ulm begins: Theatre (51 turns)
While attacking in the wild at Vienne, Rifleman defeats (14.00/14): Holy Roman Cuirassier (Prob Victory: 99.6%)
While attacking in the wild at Vienne, Rifleman defeats (10.36/14): Holy Roman Cuirassier (Prob Victory: 99.3%)
While attacking in the wild at Vienne, Rifleman defeats (10.08/14): Holy Roman Cuirassier (Prob Victory: 99.0%)
Nobamba begins: Cannon (2 turns)
Nobamba finishes: Cannon
Nongoma grows: 12
Oporto grows: 15
Coimbra grows: 13
Guimarães grows: 14
A Town was built near Durocortorum
Pataliputra's borders expand
Braganza grows: 10

Turn 250/500 (1700 AD) [30-Dec-2008 05:06:40]
While attacking in the wild at Vienne, Rifleman defeats (10.64/14): Holy Roman Cuirassier (Prob Victory: 100.0%)
Rifleman promoted: Combat I
While attacking in the wild at Vienne, Rifleman defeats (12.18/14): Holy Roman War Elephant (Prob Victory: 100.0%)
Rifleman promoted: Combat II
While attacking in the wild at Vienne, Rifleman defeats (12.04/14): Holy Roman Crossbowman (Prob Victory: 100.0%)
While attacking in the wild at Vienne, Rifleman defeats (12.32/14): Holy Roman Crossbowman (Prob Victory: 100.0%)
While attacking in the wild at Vienne, Rifleman defeats (10.78/14): Holy Roman Landsknecht (Prob Victory: 100.0%)
While attacking in the wild at Vienne, Rifleman defeats (10.50/14): Holy Roman Horse Archer (Prob Victory: 100.0%)
While attacking in the wild at Vienne, Rifleman defeats (6.58/14): Holy Roman Horse Archer (Prob Victory: 97.1%)
Cannon promoted: City Raider I
While attacking in the wild at Vienne, Rifleman defeats (11.20/14): Holy Roman Catapult (Prob Victory: 100.0%)
Cavalry promoted: Medic II
While attacking in Holy Roman territory at Aachen, Cavalry defeats (15.00/15): Holy Roman Swordsman (Prob Victory: 99.8%)
While attacking in Holy Roman territory at Aachen, Cavalry defeats (7.65/15): Holy Roman Landsknecht (Prob Victory: 99.7%)
While attacking in Holy Roman territory at Aachen, Cavalry defeats (10.65/15): Holy Roman Cuirassier (Prob Victory: 99.3%)
While attacking in Holy Roman territory at Aachen, Cavalry defeats (8.55/15): Holy Roman Catapult (Prob Victory: 99.9%)
Christianity has spread: Aachen
Islam has spread: Aachen
Hinduism has spread: Aachen
Buddhism has spread: Aachen
Captured Aachen (Charlemagne)
Aachen begins: Theatre (51 turns)
A Mine was built near Braganza
 
I lost the cavelary general due to a boneheaded move. We have a healer 2 cavelary in the the same stack and we are about finished...but feel free to bash my stupidity. I didn't notice that he was the general until after I clicked to attack and there were no other units with enough range to protect him after he outpaced the other cavelary.

I did not move any of our great people. I figured communism was better for upgrading troops and building a little wealth before founding the corporations.

All of the conquered cities started a Theater to get some culture generation. Most of the cities on the old continent are either building units or wealth. I did not queue up any hospitals.

I also did not choose a location for the national park, but there are plenty of cities that can build it in a few short turns.

I started the Pentagon in Engineering.

I left the research slider at 0%, but we probably have just about enough gold. We may want a bit extra because after we switch out of Communism to build the corporations we may need a buffer.

I upgraded all the units on the Roman border including the new arrivals from the mainland. The only units left to upgrade on the new continent are the ones in Charlie's territory.
 
Happy Holidays!
 
Crap, I'm too late again. I thought we were breaking until the new year. Why are we playing so fast in over the holiday? I didn't even see a PPP posted.
 
Unfortunately Charlie had a stack of outdated units ready to counterattck to the south and our sole defender in Vienne was no match for them. He has no culture pressure in Vienne (it was a Celt city), but we can take it back in one more turn if we want to.

These are common losses we all get from time to time. The great thing about this one is that we don't even want that city. No wonders and it should generate little culture pressure. Leave it.

...and the cavalry general is another mistake anyone could make. Not throwing any stones at that.

As usual, our war execution seems good.

Let's shorten up the TS and plan the end a bit more carefully. No NatPark and no Hospitals is bad news. What little plan we did have included both in this TS. Surely Engineering built a hospital between CR and Pentagon....checking save...:sad:

Only 2 capitulations are needed to win (assuming HRE is in the bag.) Let's get tech turned back on. Luckily, I see we haven't gone ahead w/ much Railroad yet. Isn't Fascism the better choice?
 
Crap, I'm too late again. I thought we were breaking until the new year. Why are we playing so fast in over the holiday? I didn't even see a PPP posted.

I agree (although I did see a PPP, just not with Balthalion's panache :)), although it seems like you did a fine job warring. I certainly would've started those hospitals, tho, and probably NP. With 0% science, any research choice wouldn't be that important. Well played. No more TSs til after the 2nd, don't you think?

Turn 246, 1680 AD: A Holy Roman revolt has taken place in Calcutta!
I'm guessing this won't be a problem any longer.

Civics? yeah CS could be good, it might give us a chance to gain that elusive GS by maxing (and starving) scientists in a city.

xpost
Only 2 capitulations are needed to win (assuming HRE is in the bag.) Let's get tech turned back on. Luckily, I see we haven't gone ahead w/ much Railroad yet. Isn't Fascism the better choice?
Yep, this seems sound. I'll have to dig out the tech and wonder/hammer info again. :)
 
We've ignored our Gmen again. We still might be able to get 2 more out. Ulundi needs to make one faster. It should be running priests since a GProphet has a shot at being useful. Engineering (if we want it to be the 2nd birth,) needs to turn on some specialists. Maybe some engineers? or priests.

Let's have a plan for GMen and wonders in the next TS.

Let's not commit to burning the GE on Red Cross. We could build that.
IF we get another GS, then we could go for the final Corporation and build 3GDam. The dam will require 2 GE's. A 2nd GE should be easy in Engineering if we turn the engineers back on. But again...we'd need a lucky GS from Ulundi. So let's rush Ulundi's Gman so we know where we're going.
 
On the topic of great people and corporate placement...

There is a GE and a GM sitting on the docks in Braga and a GM is already in place in Delhi. In our core cities we have a GS and a GE in 5th, a GE in engineering, and a GA in Marbles.

If my count is right we have 13 resources for Mining Inc....which is 13 additional production in any city with Mining Inc. Once we make the switch from Communism to Corporations, we should spread Mining Inc to the cities that are building wonders as quick as we can. We may also want to spread it to some cities in the new world to boost troop production. There are an additional 2 gold and 1 iron in our recently conquered land that will bring the total to 16 once the cities come out of revolt.

I also count 26 Sushi resources. That is a whopping 13 food and 52 culture! We should found Sid Sushi in Delhi and spread it to the border cities on the new continent (for the culture) and the workshop cities on the old continent (to make up for lost food from Cammunism) after it is founded. After Delhi finishes Wall Street, it can build Sushi execs exclusively.

Depending on our economy after switching from Communism, we can decide where to put Mining inc HQ. We will get the most benefit economically if it is also located in Delhi (the 100% bonus to gold from branches). If we don't need that gold, then it should probably be founded near our core cities that will finish our wonders. The downside to having both in Delhi is that it will have to produce at least one executive of each corporation. After they spread, other cities can build one or more executives to help spread more. The upside is the economic benefit.

The competing corporations should be founded in cities where we do not need either of those two. Civilized Jewelers can go in Marbles where the GA is already located. Cereal Mills can also go in Marbles, or another out of the way city. That leaves creative Constructions (GE), and the two GS wonders to build elsewhere.

We have all of the great people that we need for all but one corporation.

We need to target a GS for the next great person. If we can get 2 more then a GP would be great for building the Shrine in Rhodes. We would of course need to do this before greece capitulates if that is the last civ that we take on.

If we found Sushi right away, then Delhi will have plenty of food. We should max the prophets in Delhi to make a GP likely. They also provide additional production and gold, both nice benefits. Ulundi has a decent shot at a GS. If we switch to Caste System and Mercantalism (or anything but State Property) on the next turn then we will be able to found Sushi and max scientists in Ulundi. Once we spread Shshi to 5th, the extra food will allow us to run scientists there as wll to take advantage of Oxford.
 
BTW, researching Railroads gives us access to Mining Inc. Once we up our research to 80%, it will take up 3 turns to finish. I would recommend this before Facism since the additional production will help us to build Mt Rushmore and other wonders. It takes time to spread the corporations to the necessary cities.
 
We may want to consider switching from Bureaucracy to Free Speech. We don't really need the extra production in 5th any more, and the commerce lost in 5th will be made up for by our towns empire wide. The +100% culture will also benefit our border towns preventing culture flipping. Once we spread Shshi to the border towns they will be produicing more than 100 culture per turn under Free Speech...no worries about culture creep there!
 
To sum it all up...

Civic Changes:
Bureaucracy to free Speech
Emancipation to Caste System
State Property to anything else (Mercantilism might be good)

Tech path:
3 turns - Railroad (Mining Inc)
2 turns - fascism (Mt Rushmore)
4 turns - Combustion (Creative Constructions)
4 turns - Refrigeration (Cereal Mills)

That's 13 turns to secure 4 more wonders (We could take out both Rome and Greece in 13 turns or not much more).

5 turns - Industrialism
4 turns - Artillery
5 turns - Rocketry (Aluminum Inc)
7 turns - Plastics (Standard Ethanol and 3 Gorges Dam)

That's 21 additional turns for 3 additional wonders (probably worth it especially if we can get a GP to Rhodes in time to make it 4 more wonders).

1 additional turn to have 2 GE build 3 Gorges Dam makes 35 turns until victory.

The research times are based on our current research at 80%. It will improve (and can be reanalyzed) after we change civics to get more commerce and run more scientists.

The reason that I put Iindustrialism at the top of the additioanl techs list is because revealing Aluminum will increase production and building an Industrial Park in Engineering will allow us to run 3 more engineers to get another GE.
 
All of your advice on corporations, etc. seems very sound. However, our game will (should) end about 10 turns after Wall St. is finished. So i doubt it's a good idea to build execs that late. By the time they get on/off the boat, there is no benefit. If this was a space race, you are right on. I don't see us building a single exec. We should stay in StateProp as long a possible.

This leads us to the conclusion : Fascism first.

Sushi will destroy our economy if spread around. Make sure we have courthouses in the locations that are getting corporations.

Bureaucracy is also important for finishing the UN. If we were to consider not running that for a few turns, why not consider a few turns of Nationhood? That way we draft the max # of units allowed every turn we are in it and switch back to Bureau.
 
If we can end the game after Refrig. That's ideal. 21 turns for 3 wonders is below average. That's only 1 wonder every 7 turns. Right now, we're closer to 1 wonder every 5 turns.

Artill/Rocketry are last and we only do that if we get a 2nd GS.

Keep in mind those tech turn estimates are always high. They don't take into account overflow and other factors. Expect < 30 turns, not 35 to finish all that. So about 21 turns to Plastics. If we really can crush Rome and Greece in 13 turns or so as you suggest, then we have been focusing on the wrong thing. We need to re-focus on tech speed, not military. I haven't figured out what the long pole is:conquest or tech. They seem pretty well balanced at first glance.
 
We have enough idle workers to build a trans continental railroad in about 10-12 turns. If there is a railroad connecting Braga to Engineering then execs can get from Delhi to Engineering (or anywhere in between) in 3-4 turns turns.
 
It also only takes one exec on the mainland to spread more.
 
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