SGOTM 08 - Gypsy Kings

The missionary that was hanging around was used to spread Confu in uMgung. I apologise if this was the wrong thing to do.

Regarding your builds, I agree with them. Perhaps Yaso could build a monastery instead of the worker?

I don't believe Joao has any hidden modifier to the human player. He does have +2 to a player higher in power than him. Other max modifiers we might get from him are +3 for same civic, +2 for OB, +2 for shared war, (only) +3 for same religion, and if I'm reading this correctly, +2 for bonus resource trade. I think we pretty much need to send him a missionary if we want him friendly.
 
I agree with Munro as well -- we need both tech speed and GPP speed, so even if cottages might get us somewhere slightly faster it won't be favourable under these conditions.

I don't like farming over the village either. Thom does have enough food to work the hills and there aren't that many grasslands to farm anyway. That village is bringing in 6 commerce with a lot of science multipliers so I want to keep it. If we're lucky we'll find another source of ivory and/or be able to trade for it meaning that we can irrigate from the NW instead.

Builds look fine to me, but I'd squeeze in a monastery in our capital -- that's an amazing building.

Regarding Joao: If we share religion we have the possibility of getting some very good events I think, so converting him is a good idea. With random events we might stay friendly even after switching out of HR.
 
I'm also against farming over that village. We probabely should have discussed that matter before we built that cottage but I'd leave it now. These few farms won't make up for it. I doubt production is a big issue (and not nearly as important as research and GPP) anyway.

Sending the missionary to joao is a good idea.
 
I discussed with rusten and building a monastary before forge in capital seems like a good idea (the research bonus is rather save is such a high yeild city).
 
Monsastery in the capital sounds good to me.

I've also been persuaded by the arguments for leaving the cottage in Yaso (and NOT farming over it) so I agree with canceling the worker actions (should be the first action in the turnset!) and leaving the cottage in place.

Also, when do we need to start worrying about barb galleys - should we push a trireme (or maybe a fogbusting WB)? out of Ankor Thom anytime soon?

Also - do we definitely need 5 new workers? Would we be better for one of those builds to be a settler instead so we can settle the stone island for faster wonders (especially Ankor Wat) and an extra set of 'overseas' trade routes in each of our cities?

Cheers,
Munro
 
Yes that might be a good idea, but noone before now have come with much input on the builds i suggested... Which city do you think should build settler instead of worker?
 
It (the settler) could come from Yasa after the Monastary...or we could could build in Wat as it is almost at happy cap also IIRC.
 
Well IMO we must build settlers regularly every turnset. There is room for a city up there in the jungle, there are also 2 city spots on that north islan too. As we talk before every city will just speed us up. With Collosus in our hands we will get even more coins from those fish cities.
 
Builds:
Thom goes axe(in 2 turns, still grow in 3) -> monastary
Capital archer -> worker -> forge
hari worker -> lighthouse
wat lighthouse then settler
nobamba ligthouse until size 2 then worker(whip it).
umung: grow to size 4 then 2 pop whip a worker then continue on the library.

Are these satisfactory then? Should the galley still go down to send the scout south? when do we need to build triemes?
 
Why would Thom get a monastery, isn't that the production site? The monastery was intended for our capital as it's got a lot of commerce -- other cities might want to dedicate hammers towards expansion as hellwitch mentioned.
 
They wanted to build missionaries there, though doing it in capital works fine as well obviously...

Builds:
Thom goes axe(in 2 turns, still grow in 3) -> forge
Capital archer -> worker -> monastary
hari worker -> lighthouse
wat lighthouse then settler
nobamba ligthouse until size 2 then worker(whip it).
umung: grow to size 4 then 2 pop whip a worker then continue on the library.

Are these satisfactory then? Should the galley still go down to send the scout south? when do we need to build triemes?

I actually just filled it out wrong, nice that you noticed...
 
Why worker in Capital? Isn't it better to get/whip a forge there (after MC is in), then Colossus? Can't monastery wait a little?

Also we are founding Confu shrine with GP, right? Couldn't find any comment on this.
 
Didn't we make the confu shrine already? And collosus is no big importance, monastary is surely better? We certanly don't want to whip in the capital(big, working mines, it is just bad). The question if we want a worker first is a valid one though, we could just build a monastary imeadiatly...
 
Where are we going to build Colossus?

If we are not going to build it in Yasa...then I would suggest Thom.

I would get the scout on the big island and then come back after the settler.

We have NOT built shrine yet (no GP until now).
 
Pretty sure we'll build it in yasa after forge there(which would come after monastary). Question remains though skip the worker in yasa or not?
 
Building the colossus in thom isn't a great idea imo as we have a MI there. building it in yaso sounds better.

I'd skip the worker, we'll probabely get a couple for free from shaka if we're lucky...
 
Have been discussing this with oyzar on MSN. Haven't reached a consensus yet (I don't think) but here's my current thinking based on what we've discussed so far.

My thoughts overall:
  • Don't need quite so many workers
  • We should build Colossus, Parthenon, HG.
  • In the short term, working the extra (unused) mines in the capital - for wonders etc - is better than building (and working) more cottages there.
  • We probably have enough military to finish Shaka.
  • No point in building or working any cottages outside the capital for now. (With Colossus, water tiles will be better anyway until we have emancipation at least).
  • Beacuse of the shrine, we are going to want quite a few buildings there - marketplace, grocer, bank etc - but production is going to struggle to keep up. So we should not spend any hammers there on units that could be built elsewhere (e.g. worker).
  • Chop the Hari / Yaso forest into Hari marketplace.
  • Give Joao mathematics now, so he can (sooner) research calendar for us, and for the +ve diplo

With that said, I would do the following:

Builds
  • Capital: archer > monastery > forge > Colossus > Parthenon > HG (or mids?)
  • Hari: lhouse > marketplace (whip?) > barray
  • Ankor Tom: axe > forge > archers (MP) and triremes
  • Ankor Wat: lhouse > settler (Stone Town) > forge > barray / worker (if more not captured from Shaka)
  • uMgungun: lib > worker (whip) > lib > ? barray / marketplace
  • Nobamba: lhouse > worker (whip) > barray?

Workers:
  • Ankor Wat worker roads the jungle 1W of the lake, then chops, then farms (Wat culture expansion in 8 turns allows this) to allow chain irrigation of rice in uMgungun
  • Yaso workers (x2) chop / mine the Ankor Wat grasslands hill (to work instead of cottage)
  • Then Yaso workers split up: 1 goes to chop Hari forest (part build rd 1W of capital en route), the other goes to help with chain irrigation of uMgungun (then continue in that direction to improve Nobamba cows, roading as we go)
  • After Hari chop, worker then builds grasslands cottage for capital to work after 2nd pop expansion (once extra archer MP from Tom is ready)
  • See screenshot below:



Joao:
  • Once we take Bulawayo, we should get trade routes to Joao
  • At that point, let's trade / gift him as many health resources as he'll accept; maybe even the iron too since we won't have much use for it in the short term at least -> to get Joao friendly as quickly as possible (and the more resources he is getting from us, the faster we get the 'years of resources' +ve diplo points)
  • Note - we can also hook the pigs (if Joao doesn't have any) after the cottage in Yaso, for an extra resource gift.
  • Also, gift him Mathematics now, so he has the option of research calendar (with luck) for trade to us
  • With +2 OB, +2 resources, +4 Hered rule, +1 peace, +4 fair trade we should be able to get him up to friendly without the missoinary (though monastery still worthwhile for +5 beakers in capital, and for spreading religion later for shrine cash and pacificsm bonus)

Other:
  • Build the shrine in Hari
  • Galley makes a 10-turn round trip to drop off the scout on the next island and returns to take settler (and 1 archer MP from Tom) to Stone Town site (1NE of stone)
  • Then another galley round trip to drop off a worker to improve the stone (for HG etc)
  • We should have enough troops to finish off shaka (stack of 14 now, 15 with the axe being built in Tom)
  • We wil want to start building barrays soon; stone will be hooked in 20-25 turns and we will have 10 cities by then so HG is extremely good deal (cost -ve hammers if you count each +1 pop as 30 hammers from whipping);
  • We are going for Music next after MC right? (Then philo)?
 
After some MSN discussion with Oyzar and Munro:

Regarding our civics changes, at the minimum we want Pacifism and Representation. Pacifism will require 2 turns of revolution (1 for civic, 1 for Confu), and then another 1 for Rep. Ideally these would all occur during a golden age.

However, we would also like to have built MoM before our golden age to make it last longer, requiring calendar.

So things would follow in this sort of order:
Get free Music GA -> Learn Calendar -> Learn Philo -> Build MoM -> Start GA -> Convert to Confu / Revolt to Pacifism.

At present we don't really have a city ready to build MoM, so teching calendar too early doesn't provide much benefit. So giving Joao some time to research it for us is useful (and time for him to become friendly), but we shouldn't wait for him for too long, and just self-research it if we need to.
So a tech path of:
MC -> Music -> Philo -> (check for trade, if not available) Calendar -> Nationalism -> Constitution.

There was some discussion that adding calendar to the tech order would ultimately make constitution later, but with the earlier GA, and earlier pacifism this will be made up for somewhat.
 
Played until the capture of Bulawayo on turn 119. Some decisions remain for the turn. Music is in next turn so need to decide on what to go next(i am leaning towards calendar then philo actually). The island city should grow in 2, need to build something other than the lighthouse one of those turns to be able to two pop whip it so it can use the overflow on something useful... The workboat is on the way to the island city unless someone have a better idea... Lost a total of 2 cats and an archer taking out capital + the city on the copper hill(one cat at each city, first lost at 75% odds(rest of the odds against that city were trival, spent one turn to bombard though), second one had very low odds, but lucky the CR3 axe won at 65% then the phant at 80% then CR3 axe at 70% or so, taking the city without further losses).

autolog:

Spoiler :
Turn 112/500 (75 BC) [16-Nov-2008 22:25:48]
Yasodharapura begins: Confucian Monastery (3 turns)
Hariharalaya finishes: The Kong Miao
Yasodharapura grows: 9
Yasodharapura finishes: Archer
Angkor Wat grows: 6

Turn 113/500 (50 BC) [16-Nov-2008 22:41:14]
Nobamba begins: Lighthouse (60 turns)
uMgungundlovu grows: 4
Nobamba grows: 2
Nobamba's borders expand

Turn 114/500 (25 BC) [16-Nov-2008 22:44:55]
uMgungundlovu begins: Worker (12 turns)
Nobamba begins: Worker (9 turns)
Tech learned: Metal Casting
Yasodharapura finishes: Confucian Monastery
Angkor Thom grows: 5
Angkor Thom finishes: Axeman
New Island City grows: 2
While defending in Khmer territory at Nobamba, Archer defeats (1.92/3): Zulu Chariot (Prob Victory: 74.3%)

Turn 115/500 (0 AD) [16-Nov-2008 22:49:23]
Research begun: Music (18 Turns)
Yasodharapura begins: Forge (4 turns)
Angkor Thom begins: Forge (11 turns)
Catapult promoted: City Raider I
Catapult promoted: City Raider II
While attacking in Zulu territory at Ulundi, Catapult loses to: Zulu Archer (2.37/3) (Prob Victory: 74.8%)
Axeman promoted: City Raider III
While attacking in Zulu territory at Ulundi, Axeman defeats (5.00/5): Zulu Axeman (Prob Victory: 92.4%)
While attacking in Zulu territory at Ulundi, Axeman defeats (5.00/5): Zulu Axeman (Prob Victory: 99.0%)
While attacking in Zulu territory at Ulundi, Axeman defeats (3.70/5): Zulu Impi (Prob Victory: 99.9%)
While attacking in Zulu territory at Ulundi, Axeman defeats (4.00/5): Zulu Axeman (Prob Victory: 99.1%)
While attacking in Zulu territory at Ulundi, Ballista Elephant defeats (8.00/8): Zulu Archer (Prob Victory: 100.0%)
Captured Ulundi (Shaka)
Ulundi begins: Forge (121 turns)
While attacking in the wild at Ulundi, Spearman defeats (2.72/4): Zulu Chariot (Prob Victory: 88.0%)
A Mine was built near Angkor Wat
uMgungundlovu finishes: Worker
While defending in Khmer territory at Nobamba, Archer loses to: Zulu Impi (0.80/4) (Prob Victory: 54.3%)
While defending in Khmer territory at Nobamba, Catapult defeats (2.60/5): Zulu Archer (Prob Victory: 84.4%)

Turn 116/500 (25 AD) [16-Nov-2008 22:59:14]
Catapult promoted: Drill I
Catapult promoted: Shock
Angkor Wat finishes: Lighthouse
While defending in Khmer territory near uMgungundlovu, Axeman defeats (5.00/5): Zulu Impi (Prob Victory: 100.0%)

Turn 117/500 (50 AD) [16-Nov-2008 23:17:11]
Angkor Wat begins: Settler (9 turns)
Ulundi begins: Lighthouse (61 turns)
Yasodharapura finishes: Forge
Hariharalaya finishes: Lighthouse
uMgungundlovu grows: 3
Nobamba finishes: Worker
New Island City grows: 3

Turn 118/500 (75 AD) [16-Nov-2008 23:25:21]
Yasodharapura begins: The Colossus (5 turns)
Hariharalaya begins: Market (150 turns)
A Hamlet was built near Angkor Wat
uMgungundlovu finishes: Library

Turn 119/500 (100 AD) [16-Nov-2008 23:29:50]
uMgungundlovu begins: Archer (9 turns)
A Cottage was built near Hariharalaya
Catapult promoted: Accuracy
Catapult promoted: Barrage I
While attacking in Zulu territory at Bulawayo, Catapult loses to: Zulu Archer (2.52/3) (Prob Victory: 22.0%)
While attacking in Zulu territory at Bulawayo, Axeman defeats (2.15/5): Zulu Archer (Prob Victory: 65.9%)
Axeman promoted: City Raider III
While attacking in Zulu territory at Bulawayo, Ballista Elephant defeats (5.28/8): Zulu Axeman (Prob Victory: 87.3%)
While attacking in Zulu territory at Bulawayo, Axeman defeats (4.10/5): Zulu Archer (Prob Victory: 70.2%)
Captured Bulawayo (Shaka)
Bulawayo begins: Forge (121 turns)


upload log:
Spoiler :
Turn 112, 75 BC: Logging Game to File: autolog.txt
Turn 112, 75 BC: Gypsy Kings (Suryavarman II) has completed The Kong Miao!
Turn 112, 75 BC: You have trained a Archer in Yasodharapura. Work has now begun on a Confucian Monastery.

Turn 113, 50 BC: The borders of Nobamba have expanded!

Turn 114, 25 BC: You have discovered Metal Casting!
Turn 114, 25 BC: Shaka's Chariot (4.80) vs Gypsy Kings (Suryavarman II)'sArcher (5.34)
Turn 114, 25 BC: Combat Odds: 25.7%
Turn 114, 25 BC: (Extra Combat: -20%)
Turn 114, 25 BC: (Plot Defense: +13%)
Turn 114, 25 BC: (Fortify: +15%)
Turn 114, 25 BC: (City Defense: +50%)
Turn 114, 25 BC: Shaka's Chariot is hit for 21 (79/100HP)
Turn 114, 25 BC: Shaka's Chariot is hit for 21 (58/100HP)
Turn 114, 25 BC: Shaka's Chariot is hit for 21 (37/100HP)
Turn 114, 25 BC: Shaka's Chariot is hit for 21 (16/100HP)
Turn 114, 25 BC: Gypsy Kings (Suryavarman II)'s Archer is hit for 18 (82/100HP)
Turn 114, 25 BC: Gypsy Kings (Suryavarman II)'s Archer is hit for 18 (64/100HP)
Turn 114, 25 BC: Shaka's Chariot is hit for 21 (0/100HP)
Turn 114, 25 BC: Gypsy Kings (Suryavarman II)'s Archer has defeated Shaka's Chariot!

Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult (5.00) vs Shaka'sArcher (4.50)
Turn 115, 1 AD: Combat Odds: 74.8%
Turn 115, 1 AD: (Fortify: +25%)
Turn 115, 1 AD: (City Defense: +70%)
Turn 115, 1 AD: (City Attack: -45%)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (82/100HP)
Turn 115, 1 AD: Shaka's Archer is hit for 21 (79/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (64/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (46/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (28/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (10/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (0/100HP)
Turn 115, 1 AD: Shaka's Archer has defeated Gypsy Kings (Suryavarman II)'s Catapult!
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult (4.25) vs Shaka'sArcher (3.55)
Turn 115, 1 AD: Combat Odds: 79.3%
Turn 115, 1 AD: (Fortify: +25%)
Turn 115, 1 AD: (City Defense: +70%)
Turn 115, 1 AD: (City Attack: -45%)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (67/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (49/100HP)
Turn 115, 1 AD: Shaka's Archer is hit for 21 (58/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (31/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 18 (13/100HP)
Turn 115, 1 AD: Shaka's Archer is hit for 21 (37/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult (5.00) vs Shaka'sAxeman (4.60)
Turn 115, 1 AD: Combat Odds: 80.6%
Turn 115, 1 AD: (Extra Combat: +10%)
Turn 115, 1 AD: (Fortify: +25%)
Turn 115, 1 AD: (City Attack: -20%)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 20 (80/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 19 (61/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 19 (42/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 20 (60/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman (5.00) vs Shaka'sAxeman (3.03)
Turn 115, 1 AD: Combat Odds: 92.4%
Turn 115, 1 AD: (Extra Combat: +10%)
Turn 115, 1 AD: (Fortify: +25%)
Turn 115, 1 AD: (City Attack: -75%)
Turn 115, 1 AD: (Combat: -50%)
Turn 115, 1 AD: (Combat: +75%)
Turn 115, 1 AD: Shaka's Axeman is hit for 23 (47/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 23 (24/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 23 (1/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 23 (0/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman has defeated Shaka's Axeman!
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman (5.00) vs Shaka'sAxeman (2.59)
Turn 115, 1 AD: Combat Odds: 99.0%
Turn 115, 1 AD: (Extra Combat: +10%)
Turn 115, 1 AD: (City Attack: -45%)
Turn 115, 1 AD: (Combat: -50%)
Turn 115, 1 AD: (Combat: +50%)
Turn 115, 1 AD: Shaka's Axeman is hit for 25 (45/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 25 (20/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 25 (0/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman has defeated Shaka's Axeman!
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman (5.50) vs Shaka'sImpi (2.05)
Turn 115, 1 AD: Combat Odds: 99.9%
Turn 115, 1 AD: (Extra Combat: -10%)
Turn 115, 1 AD: (Extra Combat: +20%)
Turn 115, 1 AD: (Combat: -50%)
Turn 115, 1 AD: Shaka's Impi is hit for 28 (39/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman is hit for 13 (87/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman is hit for 13 (74/100HP)
Turn 115, 1 AD: Shaka's Impi is hit for 28 (11/100HP)
Turn 115, 1 AD: Shaka's Impi is hit for 28 (0/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman has defeated Shaka's Impi!
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman (5.00) vs Shaka'sAxeman (2.00)
Turn 115, 1 AD: Combat Odds: 99.1%
Turn 115, 1 AD: (Extra Combat: +10%)
Turn 115, 1 AD: (Fortify: +25%)
Turn 115, 1 AD: (Combat: -50%)
Turn 115, 1 AD: (Combat: +75%)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman is hit for 20 (80/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 20 (5/100HP)
Turn 115, 1 AD: Shaka's Axeman is hit for 20 (0/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Axeman has defeated Shaka's Axeman!
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Ballista Elephant (9.60) vs Shaka'sArcher (1.46)
Turn 115, 1 AD: Combat Odds: 100.0%
Turn 115, 1 AD: (Extra Combat: -20%)
Turn 115, 1 AD: (Fortify: +25%)
Turn 115, 1 AD: (City Defense: +70%)
Turn 115, 1 AD: Shaka's Archer is hit for 31 (0/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Ballista Elephant has defeated Shaka's Archer!
Turn 115, 1 AD: You have captured Ulundi!!!
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Spearman (4.00) vs Shaka'sChariot (2.85)
Turn 115, 1 AD: Combat Odds: 88.0%
Turn 115, 1 AD: (Extra Combat: +10%)
Turn 115, 1 AD: (Combat: -100%)
Turn 115, 1 AD: (Combat: +25%)
Turn 115, 1 AD: (River Attack: +25%)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Spearman is hit for 16 (84/100HP)
Turn 115, 1 AD: Shaka's Chariot is hit for 23 (77/100HP)
Turn 115, 1 AD: Shaka's Chariot is hit for 23 (54/100HP)
Turn 115, 1 AD: Shaka's Chariot is hit for 23 (31/100HP)
Turn 115, 1 AD: Shaka's Chariot is hit for 23 (8/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Spearman is hit for 16 (68/100HP)
Turn 115, 1 AD: Shaka's Chariot is hit for 23 (0/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Spearman has defeated Shaka's Chariot!
Turn 115, 1 AD: You have trained a Worker in uMgungundlovu. Work has now begun on a Library.
Turn 115, 1 AD: Shaka's Impi (4.80) vs Gypsy Kings (Suryavarman II)'sArcher (4.63)
Turn 115, 1 AD: Combat Odds: 45.7%
Turn 115, 1 AD: (Extra Combat: -20%)
Turn 115, 1 AD: (Plot Defense: +14%)
Turn 115, 1 AD: (Fortify: +20%)
Turn 115, 1 AD: (City Defense: +50%)
Turn 115, 1 AD: Shaka's Impi is hit for 20 (80/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Archer is hit for 19 (65/100HP)
Turn 115, 1 AD: Shaka's Impi is hit for 20 (60/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Archer is hit for 19 (46/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Archer is hit for 19 (27/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Archer is hit for 19 (8/100HP)
Turn 115, 1 AD: Shaka's Impi is hit for 20 (40/100HP)
Turn 115, 1 AD: Shaka's Impi is hit for 20 (20/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Archer is hit for 19 (0/100HP)
Turn 115, 1 AD: Shaka's Impi has defeated Gypsy Kings (Suryavarman II)'s Archer!
Turn 115, 1 AD: Shaka's Archer (3.60) vs Gypsy Kings (Suryavarman II)'sCatapult (5.00)
Turn 115, 1 AD: Combat Odds: 15.6%
Turn 115, 1 AD: (Extra Combat: -20%)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 16 (84/100HP)
Turn 115, 1 AD: Shaka's Archer is hit for 23 (77/100HP)
Turn 115, 1 AD: Shaka's Archer is hit for 23 (54/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 16 (68/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 16 (52/100HP)
Turn 115, 1 AD: Shaka's Archer is hit for 23 (31/100HP)
Turn 115, 1 AD: Shaka's Archer is hit for 23 (8/100HP)
Turn 115, 1 AD: Shaka's Archer is hit for 23 (0/100HP)
Turn 115, 1 AD: Gypsy Kings (Suryavarman II)'s Catapult has defeated Shaka's Archer!

Turn 116, 25 AD: Shaka's Impi (2.88) vs Gypsy Kings (Suryavarman II)'sAxeman (10.00)
Turn 116, 25 AD: Combat Odds: 0.0%
Turn 116, 25 AD: (Extra Combat: -20%)
Turn 116, 25 AD: (Plot Defense: +50%)
Turn 116, 25 AD: (Combat: +50%)
Turn 116, 25 AD: Shaka's Impi is hit for 31 (29/100HP)
Turn 116, 25 AD: Shaka's Impi is hit for 31 (0/100HP)
Turn 116, 25 AD: Gypsy Kings (Suryavarman II)'s Axeman has defeated Shaka's Impi!

Turn 117, 50 AD: Clearing a Forest has created 30 ? for Yasodharapura.
Turn 117, 50 AD: uMgungundlovu has grown to size 3
Turn 117, 50 AD: You have trained a Worker in Nobamba. Work has now begun on a Lighthouse.
Turn 117, 50 AD: New Island City has grown to size 3

Turn 118, 75 AD: Nobamba will grow to size 2 on the next turn
Turn 118, 75 AD: Angkor Wat's cultural boundary is about to expand.

Turn 119, 100 AD: Your Catapult has reduced the defenses of Bulawayo to 12%!
Turn 119, 100 AD: Your Catapult has reduced the defenses of Bulawayo to 0%!
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Catapult (5.00) vs Shaka'sArcher (7.35)
Turn 119, 100 AD: Combat Odds: 22.0%
Turn 119, 100 AD: (Plot Defense: +25%)
Turn 119, 100 AD: (Fortify: +25%)
Turn 119, 100 AD: (City Defense: +70%)
Turn 119, 100 AD: (Hills Defense: +25%)
Turn 119, 100 AD: Your Catapult has caused collateral damage! (2 Units)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 24 (76/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 16 (84/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 24 (52/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 24 (28/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 24 (4/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Catapult is hit for 24 (0/100HP)
Turn 119, 100 AD: Shaka's Archer has defeated Gypsy Kings (Suryavarman II)'s Catapult!
Turn 119, 100 AD: Your Catapult has died trying to attack a Archer!
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Axeman (5.00) vs Shaka'sArcher (4.28)
Turn 119, 100 AD: Combat Odds: 65.9%
Turn 119, 100 AD: (Plot Defense: +25%)
Turn 119, 100 AD: (Fortify: +25%)
Turn 119, 100 AD: (City Defense: +70%)
Turn 119, 100 AD: (Hills Defense: +25%)
Turn 119, 100 AD: (City Attack: -75%)
Turn 119, 100 AD: Shaka's Archer is hit for 20 (64/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 20 (44/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Axeman is hit for 19 (81/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 20 (24/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 20 (4/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Axeman is hit for 19 (62/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Axeman is hit for 19 (43/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 20 (0/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Axeman has defeated Shaka's Archer!
Turn 119, 100 AD: Your Axeman has destroyed a Archer!
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Ballista Elephant (9.60) vs Shaka'sAxeman (7.04)
Turn 119, 100 AD: Combat Odds: 87.3%
Turn 119, 100 AD: (Extra Combat: -20%)
Turn 119, 100 AD: (Extra Combat: +10%)
Turn 119, 100 AD: (Plot Defense: +25%)
Turn 119, 100 AD: (Fortify: +25%)
Turn 119, 100 AD: Shaka's Axeman is hit for 22 (66/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Ballista Elephant is hit for 17 (83/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Ballista Elephant is hit for 17 (66/100HP)
Turn 119, 100 AD: Shaka's Axeman is hit for 22 (44/100HP)
Turn 119, 100 AD: Shaka's Axeman is hit for 22 (22/100HP)
Turn 119, 100 AD: Shaka's Axeman is hit for 22 (0/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Ballista Elephant has defeated Shaka's Axeman!
Turn 119, 100 AD: Your Ballista Elephant has destroyed a Axeman!
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Axeman (5.00) vs Shaka'sArcher (3.99)
Turn 119, 100 AD: Combat Odds: 70.2%
Turn 119, 100 AD: (Plot Defense: +25%)
Turn 119, 100 AD: (Fortify: +10%)
Turn 119, 100 AD: (City Defense: +70%)
Turn 119, 100 AD: (Hills Defense: +25%)
Turn 119, 100 AD: (City Attack: -75%)
Turn 119, 100 AD: Shaka's Archer is hit for 21 (65/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Axeman is hit for 18 (82/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 21 (44/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 21 (23/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 21 (2/100HP)
Turn 119, 100 AD: Shaka's Archer is hit for 21 (0/100HP)
Turn 119, 100 AD: Gypsy Kings (Suryavarman II)'s Axeman has defeated Shaka's Archer!
Turn 119, 100 AD: Your Axeman has destroyed a Archer!
Turn 119, 100 AD: You have captured Bulawayo!!!
 

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