SGOTM 08 - Misfits

Turn 173 is a mixed blessing... mostly bad. :mad:

Hagia is built by Ghandi in Delhi - Well, we were planning on taking the city anyway, and we get extra gold for less 0% turns, and I can build something else in CD.

An archer is headed for cold harbor... keep fingers crossed!

Islam founded in Circei (Augustus Caesar) - Do we want to back off on DR now? Go for guilds so we can have knights? Boudica has no horses, iron, or ivory... so nothing mounted.

Just an odd turn, mostly bad, maybe change direction on research. Thoughts?

(I'm going to spend a couple hours with the wife... so I'll finish the turn later in the evening.)
 
Turn 173 is a mixed blessing... mostly bad. :mad:

Hagia is built by Ghandi in Delhi - Well, we were planning on taking the city anyway, and we get extra gold for less 0% turns, and I can build something else in CD.

At least it is in a city we were already planning to take. The extra GE points in CD would have been nice, and the worker boost is always helpful. Oh well. :(

An archer is headed for cold harbor... keep fingers crossed!

Let's hope it gets razed. If not, we will need to either give up on the site, or take it back and develop it as best we can.

Islam founded in Circei (Augustus Caesar) - Do we want to back off on DR now? Go for guilds so we can have knights? Boudica has no horses, iron, or ivory... so nothing mounted.

I think we still want DR, so we can build the big Spiral (probably in CD) before Caesar does. The extra cash from all the Confucian buildings will be a big help to our economy, and we don't want to lose that.

Circei as the holy city...bleh. :( If Caesar spawns a prophet for the shrine, great. If not...we'll have to see about keeping it or not. We have one shrine-less holy city already for which we may or may not be able to pop a prophet.

Are there any other wonders we can start -- I can't recall what has already been built by the AIs. Once we get DR, two become possible: Versailles we can presumably let someone else build, and hope it ends up somewhere useful. But the Spiral we definitely want for ourselves.

Not much you could have done about either of these, I think. Who else (if anyone) has Paper? We need to get UoSankore finished before it gets stolen from us as well.

As for Boudica, beware of trade deals. She may be getting horses, iron, or ivory from one of the other AIs. I think this is shown on the main relations screen, as part of the info about her relations to other civs.
 
I think we still want DR, so we can build the big Spiral (probably in CD) before Caesar does. The extra cash from all the Confucian buildings will be a big help to our economy, and we don't want to lose that.

Not much you could have done about either of these, I think. Who else (if anyone) has Paper? We need to get UoSankore finished before it gets stolen from us as well.

I hope some of the other team members log in and comment. Tech path should be something we mostly agree upon, and have Caesar Salad get there first might change some opinions. I agree with you, though, just get it and build the Spiral.

On the UofS, were safe at the moment. If someone gets Paper, I might try and rush it... Maybe one turn before it's done make the Gandhi trade?

I'm going to play the rest of the 0% turns, then see if anyone else comes around.

EDIT:

The UofS is safe with 1 turn to go. So, since the paper + optics for philo + WM is still on the table, do we want to take it?

Also, at turn 176, it's research time. Joao is researching optics... an added benefit is giving it to him for 50, and hope he goes to work on guilds.

Narak the GP was born in Delhi. So far, no shrine... :sad:

Good news. Cold Harbor was razed. However, with Joao having a chariot scouting, he'll be along shortly with a settler. I'm thinking of either a 2 turn settler build in CD, or pop rushing one somewhere.

Comments?

EDIT 2:

I uploaded the turn 176 save if someone wants to look...
 
I hope some of the other team members log in and comment. Tech path should be something we mostly agree upon, and have Caesar Salad get there first might change some opinions. I agree with you, though, just get it and build the Spiral.
Darnations... Yes.... we want DR for the Spiral

On the UofS, were safe at the moment. If someone gets Paper, I might try and rush it... Maybe one turn before it's done make the Gandhi trade?
Unless some AI pops a GE IMHO UoS is safe.

I'm going to play the rest of the 0% turns, then see if anyone else comes around.
That was the plan anyway to run 0% untill we finish the Obs


The UofS is safe with 1 turn to go. So, since the paper + optics for philo + WM is still on the table, do we want to take it?
We have 1 maybe 2 turns to find out what Gandhi is researching, lets hold of on Paper for now....

Also, at turn 176, it's research time. Joao is researching optics... an added benefit is giving it to him for 50, and hope he goes to work on guilds.
He just started? 5 turns ago he had Machinery in 3 so I guess he has been 'at it' for a couple of turns... I wouldnt GIFT him Optics just in the hopes he will go for guilds. No one knows guilds at this time... no rush in getting it.

Also Time for research?? NO, we have the Observatory finishing in two turns maybe even wait an additional turn for the Monastary...
If we get both before we restart research we get about 30 beakers extra which is ~7% extra empire wide.

Narak the GP was born in Delhi. So far, no shrine... :sad:
Ghandi doesnt have anymore shrines to build... only has 2 religions and build both shrines (for us)

Good news. Cold Harbor was razed. However, with Joao having a chariot scouting, he'll be along shortly with a settler. I'm thinking of either a 2 turn settler build in CD, or pop rushing one somewhere.
Joao wont be in that much hury AI usually have a spare settler, but he settled a city west of Flood Hazard... But we defenatly want Cold Harbor, would make for a nice-ish National Park city too.
Untill we need those forests to be preserves we can leave open (as much as possible) the terrain and lumber the forrests for extra hammers so CH can pump out the buildings needed, Granary, Lighthouse + any specialist enabling building we need, i.e. Temple/Forge/Factory etc.

I uploaded the turn 176 save if someone wants to look...

Doing nicely... Some city by city comments

New Sealand
Cool Archers and a worker :) and some forests to help it get going.
Why are our units waiting for pickup outside the borders of BH?
This is costing us upkeep, remember we want to KEEP Apache!

CD
We will want to buildup some overflow here so we can "rush" Spiral a little.
Finish the Obs
98 hammers this turn, MM from the Plains hill to the forest the next turn to finish it exactly.
Now put 1 turn into the Monastary
1 turn into a Stable
1 Turn into the Temple
1 turn into a Galleon
Finish them all in above order while researching DR after finishing the Monastary. This should generate some nice overflow towards Spiral
Do we also want to build walls>Castle for the extra traderoute?

JH
MM from the forest and Plains hill to the 2 waiting cottages.

East Point
Why a harbor there? Sure it gives a total of 4 extra commerce = 2 beakers/2 gold. But it lacks Confu's, for 4 hammers/4 beakers?? and 4 gold with Spiral.

Marble
At 6 hammers/turn we have 2 more turns for the Courthouse then de-que it... to be whipped towards Globe a little later.
Keep it under 75 hammers invested (>45 hammers left to produce) to whip for 2.
Start a CONFU monastary next but invest <15 hammers to make it whippable by two as well.
Confu temple and Barrey are next untill we can whip all the buildings towards Globe.

Cottage Island
Needs a Confusian missionary, it can whip us a settler (for 4 pop) to be picked up by the galleon to be build in CD. This galleon should also pick up the worker from Pony.
Just put 1 turn of production into the Settler and whip it for 4, preferably at a point where Cottage is just about to grow (i.e. 1 turn from now) or on the next grow point. Overflow towards the Forge.

GGL
Lacks the CONFUs! Put a turn of production into a monastary and whip it for 2. Generating some 10+ hammers overflow towards the forge as well as +2 hammers/+2 beakers and 10% research

Dushka
MM coast to Cottage, and same as GGL lacks the confu's while building a forge??

Mastiff
Harbor?? Why? It will give 2 commerce only and Mastiff is going to be a unit production center what good is commerce going to do it? I would rather have the traderoutes go elsewhere where the commerce will go into a Lib/Market etc. Whats more the Courthouse will save 5gpt over the 2 commerce of the harbor, though a little more expensive (in hammers) to build
Scratch the Harbor!

Do we want to MM the Village to Ulundi?

Ulundi
Needs the Monastary after the Galleon, Galleon can go to Pony to pick up Worker and settler from Cottage.... instead of waiting on the Galleon from CD.
Galleon > Monastary > Galleon > Courthouse ??

Nod Wink
Why mine the hill? This city doesnt have enough food to work a mine. Put a windmill up.

Bleak hills
Needs a theatre so we can steal (back) our fish!

Scout
Nice job of scouting the lands out there.... Now we want the scout to jump on a Caravel and get that hut on Silver Island.
Also want a caravel towards the south of Joao to see what the island there looks like...

Workboat
We have an idle workboat which will be put to goot use when we settle Cold harbor, lets get him down there.

Confu Missionary
It is going towards Bleak hills, send it to Cottage Island instead?
I probably understand your reasoning for sending it to BH, for the culture of religion + buildings... But there is a galleon about to depart towards Cottage (from Ulundi) not visiting the island twice will be usefull.
And the theatre in Bleak Hills will put some quick culture in there too.

Edit:
On EPs when we can see Gandhi's research to we want to try and get Ceasar's ?? Maybe doing a 4:1 split Ceasar : Gandhi??
 
He just started? 5 turns ago he had Machinery in 3 so I guess he has been 'at it' for a couple of turns... I wouldnt GIFT him Optics just in the hopes he will go for guilds. No one knows guilds at this time... no rush in getting it.

He's been at it for one or 2 turns... But that's fine, it was just a thought.

Also Time for research?? NO, we have the Observatory finishing in two turns maybe even wait an additional turn for the Monastary...
If we get both before we restart research we get about 30 beakers extra which is ~7% extra empire wide.

Got it.

Ghandi doesnt have anymore shrines to build... only has 2 religions and build both shrines (for us)

Well, that explains it... I thought he had one more to build.

Joao wont be in that much hury AI usually have a spare settler, but he settled a city west of Flood Hazard... But we defenatly want Cold Harbor, would make for a nice-ish National Park city too.
Untill we need those forests to be preserves we can leave open (as much as possible) the terrain and lumber the forrests for extra hammers so CH can pump out the buildings needed, Granary, Lighthouse + any specialist enabling building we need, i.e. Temple/Forge/Factory etc.

I'll keep an eye on it. I'll send the Cottage Island settler back to the mainland and have him down there ready.

CD
We will want to buildup some overflow here so we can "rush" Spiral a little.
Finish the Obs
98 hammers this turn, MM from the Plains hill to the forest the next turn to finish it exactly.
Now put 1 turn into the Monastary
1 turn into a Stable
1 Turn into the Temple
1 turn into a Galleon
Finish them all in above order while researching DR after finishing the Monastary. This should generate some nice overflow towards Spiral

I can do that...

JH
MM from the forest and Plains hill to the 2 waiting cottages.

I hadn't MM JH since we got to 1 turn on the UofS...

East Point
Why a harbor there? Sure it gives a total of 4 extra commerce = 2 beakers/2 gold. But it lacks Confu's, for 4 hammers/4 beakers?? and 4 gold with Spiral.

Marble
At 6 hammers/turn we have 2 more turns for the Courthouse then de-que it... to be whipped towards Globe a little later.
Keep it under 75 hammers invested (>45 hammers left to produce) to whip for 2.
Start a CONFU monastary next but invest <15 hammers to make it whippable by two as well.
Confu temple and Barrey are next untill we can whip all the buildings towards Globe.

Cottage Island
Needs a Confusian missionary, it can whip us a settler (for 4 pop) to be picked up by the galleon to be build in CD. This galleon should also pick up the worker from Pony.
Just put 1 turn of production into the Settler and whip it for 4, preferably at a point where Cottage is just about to grow (i.e. 1 turn from now) or on the next grow point. Overflow towards the Forge.

I was just letting cities grow... making some money!

GGL
Lacks the CONFUs! Put a turn of production into a monastary and whip it for 2. Generating some 10+ hammers overflow towards the forge as well as +2 hammers/+2 beakers and 10% research

Dushka
MM coast to Cottage, and same as GGL lacks the confu's while building a forge??

Easy enough...

Mastiff
Harbor?? Why? It will give 2 commerce only and Mastiff is going to be a unit production center what good is commerce going to do it? I would rather have the traderoutes go elsewhere where the commerce will go into a Lib/Market etc. Whats more the Courthouse will save 5gpt over the 2 commerce of the harbor, though a little more expensive (in hammers) to build
Scratch the Harbor!

There's no hammers invested. I was just toying with ideas there for the best hammer overflow into the HE. I'll just start hand building it... it's 10 turns.

Do we want to MM the Village to Ulundi?

Ulundi
Needs the Monastary after the Galleon, Galleon can go to Pony to pick up Worker and settler from Cottage.... instead of waiting on the Galleon from CD.
Galleon > Monastary > Galleon > Courthouse ??

Nod Wink
Why mine the hill? This city doesnt have enough food to work a mine. Put a windmill up.

Good on Ulundi. I can work it that way... I put the mine in for temporary hammers while it grows. Lots of buildings to build. We can always build the windmill later when we need the food, yes?

Bleak hills
Needs a theatre so we can steal (back) our fish!

Scout
Nice job of scouting the lands out there.... Now we want the scout to jump on a Caravel and get that hut on Silver Island.
Also want a caravel towards the south of Joao to see what the island there looks like...

Workboat
We have an idle workboat which will be put to goot use when we settle Cold harbor, lets get him down there.

Confu Missionary
It is going towards Bleak hills, send it to Cottage Island instead?
I probably understand your reasoning for sending it to BH, for the culture of religion + buildings... But there is a galleon about to depart towards Cottage (from Ulundi) not visiting the island twice will be usefull.
And the theatre in Bleak Hills will put some quick culture in there too.

Bleak... check. Scouting... check. WB... check. Missionary... check.

Edit:
On EPs when we can see Gandhi's research to we want to try and get Ceasar's ?? Maybe doing a 4:1 split Ceasar : Gandhi??

After next turn. 1 more we should see what Gandhi is researching!

Thanks for the input... I can finish it up this morning, unless something else odd happens!

MF
 
Finally got a chance to load the save and take a look. Looks pretty good overall, and namliaM has already covered the city-by-city stuff quite well.

We'll know in a turn or two what Gandhi is researching, but I don't much like the idea of the Paper + Optics trade for Philo. Paper and Optics are both monopolies, at least for a while longer. Maybe if Gandhi is already teching one of them..... He is friendly with both Caesar and Pericles, so any tech we trade to him may spread rapidly.

Also, Optics for Joao -- I don't particularly like this either, due to his UU. We need to settle whichever of those northern silver sites we want (or both!) pretty quickly, or we will lose them to Joao and his carracks. With fewer luxuries available from the other continent than I had hoped, we definitely want the silver and whales.

Grab Cold Harbor first, since it is more vulnerable to being taken. That will get us furs and a strong city site. National Park...I don't know. I guess it is as good a place as any.

Definitely grab the barb worker at New Sealand (probably it will retreat into the city and we can grab it there). We are a bit short on workers overall.

Looks good.
 
There's no hammers invested. I was just toying with ideas there for the best hammer overflow into the HE. I'll just start hand building it... it's 10 turns.
HE is nice fine and important, but courthouse first and possibly a Barrey for the extra food.

We will want to work the 2 commerce coast + all the land tiles.

Good luck on your second part and bringing New Sealand home :D
 
Here are the highlights of the last half of my turn! :salute:

177
- Caesar gets a GP. Shrine, hopefully!
- Some Holy Roman Market got a freak bonus.
- And... The University of Sankore is open for enrollment in JH. :band:

178
- We catch another spy in GGL... Watch it Joao!
- I started buildings in CD, but the monastery was built. Swap for theater.
- Auggie builds his Islamic shrine!

- Here's a big one; Another Goody Hut is discovered north of Circei.
Let's not trade our map... and hit that one right after Silver Whale. (An explorer is in route.)

GoodyHut.jpg


- Gandhi is researching DR

179
- Note: We are ready to build a Confu Academy... CD? Mastiff? Where?
- Gandhi gets a GA
- Confucianism is spread at Cottage Isle! (A fine vacation spot...)

180
- A barb galley attacks our caravel and dies. Note: We are healing a turn, but another barb galley is near us. So before the RED BUTTON, move the caravel away.
- Caesar gets Ankor Wat. Looks to be in Neopolis...
- Apache falls and becomes New Sealand! (We lost one unit... at 97.2% :( )

Surprise.jpg


181
- Still no Joao settler, and we have one to Cold Harbor in three turns.
- We learn DR... I set research to Guilds, but it's up to the team.
- A barb galley is approaching the nets at Ulundi. The new galleon needs to kill it.
- Spiral will be done in 6 turns.
- New Sealand is cleared of barbs!


UNITS WITH MISSIONS:
- A caravel is headed towards the island SW of Joao.
- A WB is one turn off the fish at Cold Harbor
- A missionary is on his way to Bleak
- A caravel with an explorer is off to pop the hut at Silver Whale
- A settler is 3 turns from Cold Harbor

TRADE SCREEN:

Civ4ScreenShot0039.jpg


SPY INFO:

Gandhi 2 turns to DR
Joao 2 to Optics

Game Log:
Spoiler :

Turn 171, 1110 AD: Logging Game to File: autolog.txt
Turn 171, 1110 AD: You have discovered Astronomy!
Turn 171, 1110 AD: Marble Island celebrates "We Love the Monarch Day"!!!
Turn 171, 1110 AD: Christianity has spread in Cottage Island.
Turn 171, 1110 AD: You have constructed a Forge in Cape Mastiff. Work has now begun on a Courthouse.
Turn 171, 1110 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 73 of 184 Total Votes)

Turn 172, 1120 AD: You have constructed a Confucian Monastery in Stone Valley. Work has now begun on a Market.
Turn 172, 1120 AD: Islam has been founded in Circei!
Turn 172, 1120 AD: Gandhi has completed The Hagia Sophia!

Turn 173, 1130 AD: CentralDispatch can no longer work on The Hagia Sophia. The lost ? is converted into 123?!
Turn 173, 1130 AD: You have trained Confucian Missionary in East Point. Work has now begun on Moai Statues.
Turn 173, 1130 AD: You have constructed a Lighthouse in Pony park. Work has now begun on a Theatre.

Turn 174, 1140 AD: The enemy has been spotted near Cold Harbor!
Turn 174, 1140 AD: Arcadia has grown to size 8
Turn 174, 1140 AD: East Point has grown to size 5
Turn 174, 1140 AD: Marble Island will grow to size 10 on the next turn
Turn 174, 1140 AD: Stroganof will grow to size 3 on the next turn
Turn 174, 1140 AD: Narak (Great Prophet) has been born in Delhi (Gandhi)!
Turn 174, 1140 AD: Pericles adopts Vassalage!
Turn 174, 1140 AD: Cold Harbor's cultural boundary is about to expand.

Turn 175, 1150 AD: The enemy has been spotted near Cold Harbor!
Turn 175, 1150 AD: Marble Island has grown to size 10
Turn 175, 1150 AD: Gun Gun Lover will grow to size 8 on the next turn
Turn 175, 1150 AD: Eliza Dushku will grow to size 9 on the next turn
Turn 175, 1150 AD: You have constructed a Barracks in Cape Mastiff. Work has now begun on a Courthouse.
Turn 175, 1150 AD: Cape Mastiff will grow to size 9 on the next turn
Turn 175, 1150 AD: Stroganof has grown to size 3
Turn 175, 1150 AD: Pony park will grow to size 3 on the next turn
Turn 175, 1150 AD: Ulundi will grow to size 12 on the next turn
Turn 175, 1150 AD: Flood Hazard will grow to size 3 on the next turn
Turn 175, 1150 AD: The borders of Cold Harbor have expanded!
Turn 175, 1150 AD: Cold Harbor (Suryavarman II) has been captured by the Barbarian State!!!
Turn 175, 1150 AD: Cold Harbor has been razed by the Barbarian State!!!

Turn 176, 1160 AD: Suryavarman II has completed University of Sankore!
Turn 176, 1160 AD: Tsongkhapa (Great Prophet) has been born in Antium (Augustus Caesar)!
Turn 176, 1160 AD: The Market in Aachen has become renowned as a worldwide center of dealings in global currency. This is bolstering Holy Roman profits.

Turn 177, 1170 AD: The borders of CentralDispatch have expanded!
Turn 177, 1170 AD: You have constructed a Confucian Monastery in East Point. Work has now begun on a Harbor.
Turn 177, 1170 AD: You have trained a Settler in Cottage Island. Work has now begun on a Forge.
Turn 177, 1170 AD: You have constructed a Confucian Monastery in Gun Gun Lover. Work has now begun on a Forge.
Turn 177, 1170 AD: You have constructed a Confucian Monastery in Eliza Dushku. Work has now begun on a Forge.
Turn 177, 1170 AD: The borders of Cape Mastiff have expanded!
Turn 177, 1170 AD: Boudica adopts Organized Religion!
Turn 177, 1170 AD: Augustus Caesar has completed The Dai Miao!
Turn 177, 1170 AD: Pericles's Golden Age has ended...

Turn 178, 1180 AD: The borders of Ulundi have expanded!
Turn 178, 1180 AD: Raphael (Great Artist) has been born in Bombay (Gandhi)!
Turn 178, 1180 AD: Joao II adopts Bureaucracy!
Turn 178, 1180 AD: Joao II adopts Theocracy!

Turn 179, 1190 AD: Augustus Caesar has 7 gold per turn available for trade
Turn 179, 1190 AD: Your Maceman has destroyed a Worker!
Turn 179, 1190 AD: You have captured a Worker
Turn 179, 1190 AD: Confucianism has spread in Cottage Island.
Turn 179, 1190 AD: Jericho Hills will grow to size 8 on the next turn
Turn 179, 1190 AD: Arcadia has grown to size 9
Turn 179, 1190 AD: East Point has grown to size 5
Turn 179, 1190 AD: Marble Island has grown to size 9
Turn 179, 1190 AD: You have constructed a Confucian Monastery in Marble Island. Work has now begun on a Confucian Temple.
Turn 179, 1190 AD: Cottage Island will grow to size 7 on the next turn
Turn 179, 1190 AD: Gun Gun Lover has grown to size 7
Turn 179, 1190 AD: The borders of Gun Gun Lover have expanded!
Turn 179, 1190 AD: Eliza Dushku has grown to size 8
Turn 179, 1190 AD: Cape Mastiff has grown to size 7
Turn 179, 1190 AD: Ulundi has grown to size 13
Turn 179, 1190 AD: Nod Wink will grow to size 2 on the next turn
Turn 179, 1190 AD: You have constructed a Theatre in Bleak Hills. Work has now begun on a Forge.
Turn 179, 1190 AD: Flood Hazard has grown to size 4
Turn 179, 1190 AD: Augustus Caesar has completed Angkor Wat!
Turn 179, 1190 AD: Barbarian's Galley (2.00) vs Suryavarman II'sCaravel (3.30)
Turn 179, 1190 AD: Combat Odds: 4.0%
Turn 179, 1190 AD: (Plot Defense: +10%)
Turn 179, 1190 AD: Suryavarman II's Caravel is hit for 15 (85/100HP)
Turn 179, 1190 AD: Barbarian's Galley is hit for 25 (75/100HP)
Turn 179, 1190 AD: Barbarian's Galley is hit for 25 (50/100HP)
Turn 179, 1190 AD: Suryavarman II's Caravel is hit for 15 (70/100HP)
Turn 179, 1190 AD: Barbarian's Galley is hit for 25 (25/100HP)
Turn 179, 1190 AD: Barbarian's Galley is hit for 25 (0/100HP)
Turn 179, 1190 AD: Suryavarman II's Caravel has defeated Barbarian's Galley!
Turn 179, 1190 AD: While defending, your Caravel has killed a Barbarian Galley!
Turn 179, 1190 AD: Eliza Dushku's cultural boundary is about to expand.

Turn 180, 1200 AD: New Tech(s) to trade: Augustus Caesar
Turn 180, 1200 AD: Charlemagne has 6 gold per turn available for trade
Turn 180, 1200 AD: Suryavarman II's Trebuchet (4.00) vs Barbarian'sArcher (2.50)
Turn 180, 1200 AD: Combat Odds: 97.2%
Turn 180, 1200 AD: (Plot Defense: +25%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Defense: +50%)
Turn 180, 1200 AD: (Hills Defense: +25%)
Turn 180, 1200 AD: (City Attack: -145%)
Turn 180, 1200 AD: Your Trebuchet has caused collateral damage! (2 Units)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (85/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 25 (75/100HP)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (70/100HP)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (55/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 25 (50/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 25 (25/100HP)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (40/100HP)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (25/100HP)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (10/100HP)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (0/100HP)
Turn 180, 1200 AD: Barbarian's Archer has defeated Suryavarman II's Trebuchet!
Turn 180, 1200 AD: Your Trebuchet has died trying to attack a Archer!
Turn 180, 1200 AD: Suryavarman II's Trebuchet (4.00) vs Barbarian'sArcher (2.22)
Turn 180, 1200 AD: Combat Odds: 98.2%
Turn 180, 1200 AD: (Plot Defense: +25%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Defense: +50%)
Turn 180, 1200 AD: (Hills Defense: +25%)
Turn 180, 1200 AD: (City Attack: -145%)
Turn 180, 1200 AD: Your Trebuchet has caused collateral damage! (1 Unit)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (85/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 25 (64/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 25 (39/100HP)
Turn 180, 1200 AD: Your Trebuchet has withdrawn from combat with a Archer!
Turn 180, 1200 AD: Suryavarman II's Trebuchet (4.00) vs Barbarian'sArcher (1.95)
Turn 180, 1200 AD: Combat Odds: 98.9%
Turn 180, 1200 AD: (Plot Defense: +25%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Defense: +50%)
Turn 180, 1200 AD: (Hills Defense: +25%)
Turn 180, 1200 AD: (City Attack: -145%)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (85/100HP)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (70/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 26 (52/100HP)
Turn 180, 1200 AD: Suryavarman II's Trebuchet is hit for 15 (55/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 26 (26/100HP)
Turn 180, 1200 AD: Your Trebuchet has withdrawn from combat with a Archer!
Turn 180, 1200 AD: Suryavarman II's Maceman (5.60) vs Barbarian'sArcher (1.35)
Turn 180, 1200 AD: Combat Odds: 100.0%
Turn 180, 1200 AD: (Plot Defense: +25%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Defense: +50%)
Turn 180, 1200 AD: (Hills Defense: +25%)
Turn 180, 1200 AD: (City Attack: -45%)
Turn 180, 1200 AD: Suryavarman II's Maceman is hit for 14 (56/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 180, 1200 AD: Suryavarman II's Maceman has defeated Barbarian's Archer!
Turn 180, 1200 AD: Your Maceman has destroyed a Archer!
Turn 180, 1200 AD: Suryavarman II's Maceman (8.00) vs Barbarian'sArcher (1.35)
Turn 180, 1200 AD: Combat Odds: 100.0%
Turn 180, 1200 AD: (Plot Defense: +25%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Defense: +50%)
Turn 180, 1200 AD: (Hills Defense: +25%)
Turn 180, 1200 AD: (City Attack: -45%)
Turn 180, 1200 AD: Suryavarman II's Maceman is hit for 13 (87/100HP)
Turn 180, 1200 AD: Suryavarman II's Maceman is hit for 13 (74/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 30 (0/100HP)
Turn 180, 1200 AD: Suryavarman II's Maceman has defeated Barbarian's Archer!
Turn 180, 1200 AD: Your Maceman has destroyed a Archer!
Turn 180, 1200 AD: Suryavarman II's Maceman (8.00) vs Barbarian'sArcher (1.53)
Turn 180, 1200 AD: Combat Odds: 100.0%
Turn 180, 1200 AD: (Plot Defense: +25%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Defense: +50%)
Turn 180, 1200 AD: (Hills Defense: +25%)
Turn 180, 1200 AD: (City Attack: -20%)
Turn 180, 1200 AD: Suryavarman II's Maceman is hit for 14 (86/100HP)
Turn 180, 1200 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 180, 1200 AD: Suryavarman II's Maceman has defeated Barbarian's Archer!
Turn 180, 1200 AD: Your Maceman has destroyed a Archer!
Turn 180, 1200 AD: You have captured Apache!!!
Turn 180, 1200 AD: You have discovered Divine Right!
Turn 180, 1200 AD: Jericho Hills has grown to size 8
Turn 180, 1200 AD: You have constructed a Confucian Temple in East Point. Work has now begun on a Harbor.
Turn 180, 1200 AD: East Point will grow to size 4 on the next turn
Turn 180, 1200 AD: Cottage Island has grown to size 7
Turn 180, 1200 AD: You have constructed a Confucian Temple in Gun Gun Lover. Work has now begun on a Forge.
Turn 180, 1200 AD: Gun Gun Lover will grow to size 6 on the next turn
Turn 180, 1200 AD: The borders of Eliza Dushku have expanded!
Turn 180, 1200 AD: Nod Wink has grown to size 2
Turn 180, 1200 AD: Flood Hazard will grow to size 5 on the next turn

Turn 181, 1210 AD: The enemy has been spotted near New Sealand!
Turn 181, 1210 AD: Gandhi has 110 gold available for trade
Turn 181, 1210 AD: Suryavarman II's Maceman (6.88) vs Barbarian'sArcher (3.00)
Turn 181, 1210 AD: Combat Odds: 99.4%
Turn 181, 1210 AD: Suryavarman II's Maceman is hit for 12 (74/100HP)
Turn 181, 1210 AD: Barbarian's Archer is hit for 30 (70/100HP)
Turn 181, 1210 AD: Suryavarman II's Maceman is hit for 12 (62/100HP)
Turn 181, 1210 AD: Barbarian's Archer is hit for 30 (40/100HP)
Turn 181, 1210 AD: Barbarian's Archer is hit for 30 (10/100HP)
Turn 181, 1210 AD: Barbarian's Archer is hit for 30 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Maceman has defeated Barbarian's Archer!
Turn 181, 1210 AD: Your Maceman has destroyed a Archer!


Autolog:

Spoiler :
Turn 172/500 (1110 AD) [05-Dec-2008 16:28:21]
Cold Harbor begins: Worker (12 turns)
Stone Valley begins: Confucian Monastery (60 turns)
Cape Mastiff begins: Courthouse (10 turns)
Cape Mastiff begins: Forge (1 turns)
Tech learned: Astronomy
Stone Valley grows: 9
Marble Island grows: 9
Christianity has spread: Cottage Island
A Hamlet was built near Eliza Dushku
Cape Mastiff finishes: Forge
Ulundi grows: 10
Flood Hazard finishes: Granary
Attitude Change: Boudica(Celtia) towards Suryavarman II(Khmer), from 'Cautious' to 'Annoyed'
Attitude Change: Charlemagne(Holy Rome) towards Suryavarman II(Khmer), from 'Annoyed' to 'Cautious'
Attitude Change: Pericles(Greece) towards Suryavarman II(Khmer), from 'Cautious' to 'Pleased'

Turn 173/500 (1120 AD) [06-Dec-2008 13:43:52]
Research begun: Divine Right (4 Turns)
Flood Hazard begins: Confucian Monastery (12 turns)
Cape Mastiff begins: Barracks (5 turns)
A Cottage was built near Nod Wink
A Mine was built near Ulundi
A Windmill was built near Bleak Hills
East Point begins: Confucian Missionary (40 turns)
Arcadia finishes: Courthouse
East Point grows: 6
Stone Valley finishes: Confucian Monastery
Eliza Dushku grows: 8
Stroganof finishes: Lighthouse
Bleak Hills finishes: Granary
Flood Hazard grows: 2
Islam founded in a distant land
Attitude Change: Augustus Caesar(Rome) towards Suryavarman II(Khmer), from 'Cautious' to 'Pleased'

Turn 174/500 (1130 AD) [06-Dec-2008 16:47:12]
Arcadia begins: Confucian Temple (7 turns)
Stroganof begins: Confucian Monastery (20 turns)
Bleak Hills begins: Forge (30 turns)
A Mine was built near Bleak Hills
A Cottage was built near Jericho Hills
A Cottage was built near Jericho Hills
A Cottage was built near Nod Wink
CentralDispatch begins: Courthouse (2 turns)
CentralDispatch grows: 14
East Point finishes: Confucian Missionary
Cottage Island grows: 9
Gun Gun Lover grows: 7
Cape Mastiff grows: 8
Pony park finishes: Lighthouse
Ulundi grows: 11
Ulundi finishes: Forge

Turn 175/500 (1140 AD) [06-Dec-2008 19:55:29]
Ulundi begins: Galleon (3 turns)
Pony park begins: Forge (30 turns)
A Cottage was built near Flood Hazard
CentralDispatch finishes: Courthouse
A Hamlet was built near East Point
Arcadia grows: 8
East Point grows: 5
East Point finishes: Moai Statues
A Hamlet was built near Stone Valley
A Hamlet was built near Pony park
Civics Change: Pericles(Greece) from 'Barbarism' to 'Vassalage'

Turn 176/500 (1150 AD) [06-Dec-2008 20:17:05]
CentralDispatch begins: Harbor (1 turns)
East Point begins: Harbor (14 turns)
A Cottage was built near Jericho Hills
A Mine was built near Pony park
A Cottage was built near Cape Mastiff
CentralDispatch finishes: Harbor
Marble Island grows: 10
A Village was built near Cottage Island
Cape Mastiff finishes: Barracks
Stroganof grows: 3
A Hamlet was built near Cape Mastiff
Cold Harbor's borders expand
Cold Harbor lost
Attitude Change: Pericles(Greece) towards Suryavarman II(Khmer), from 'Pleased' to 'Cautious'

Turn 177/500 (1160 AD) [06-Dec-2008 20:36:39]
CentralDispatch begins: Observatory (3 turns)
A Cottage was built near Eliza Dushku
Cape Mastiff begins: Heroic Epic (10 turns)
Cape Mastiff begins: Settler (7 turns)
Cape Mastiff begins: Harbor (4 turns)
Cape Mastiff begins: Settler (7 turns)
Cape Mastiff begins: Harbor (4 turns)
Cape Mastiff begins: Heroic Epic (10 turns)
CentralDispatch begins: Settler (2 turns)
Cape Mastiff begins: Harbor (4 turns)
CentralDispatch begins: Observatory (3 turns)
East Point begins: Confucian Monastery (20 turns)
Cottage Island begins: Settler (15 turns)
Gun Gun Lover begins: Confucian Monastery (20 turns)
Eliza Dushku begins: Confucian Monastery (10 turns)
Cape Mastiff begins: Heroic Epic (10 turns)
Bleak Hills begins: Theatre (4 turns)
Jericho Hills finishes: University of Sankore
Stone Valley finishes: Market
Gun Gun Lover grows: 8
Eliza Dushku grows: 9
Cape Mastiff grows: 9
Pony park grows: 3
Ulundi grows: 12
Ulundi finishes: Galleon
Flood Hazard grows: 3

Turn 178/500 (1170 AD) [07-Dec-2008 09:57:38]
Jericho Hills begins: Confucian Monastery (7 turns)
Stone Valley begins: Confucian Temple (5 turns)
Ulundi begins: Confucian Monastery (2 turns)
A Farm was built near Stroganof
Marble Island begins: Confucian Monastery (10 turns)
CentralDispatch's borders expand
CentralDispatch finishes: Observatory
Jericho Hills grows: 9
East Point grows: 4
East Point finishes: Confucian Monastery
Cottage Island grows: 6
Cottage Island finishes: Settler
Gun Gun Lover finishes: Confucian Monastery
Eliza Dushku finishes: Confucian Monastery
Cape Mastiff's borders expand
Cape Mastiff finishes: Courthouse
A Hamlet was built near Cape Mastiff
Attitude Change: Boudica(Celtia) towards Suryavarman II(Khmer), from 'Annoyed' to 'Cautious'
Civics Change: Boudica(Celtia) from 'Paganism' to 'Organized Religion'

Turn 179/500 (1180 AD) [07-Dec-2008 11:25:29]
CentralDispatch begins: Galleon (2 turns)
CentralDispatch begins: Stable (2 turns)
Cape Mastiff begins: Heroic Epic (9 turns)
East Point begins: Confucian Temple (12 turns)
A Workshop was built near Cape Mastiff
Research begun: Divine Right (3 Turns)
Research begun: Education (4 Turns)
Research begun: Divine Right (3 Turns)
Research begun: Philosophy (2 Turns)
Research begun: Divine Right (3 Turns)
Research begun: Guilds (3 Turns)
Research begun: Divine Right (3 Turns)
Marble Island begins: Confucian Temple (14 turns)
CentralDispatch begins: Theatre (1 turns)
Gun Gun Lover begins: Confucian Temple (14 turns)
CentralDispatch finishes: Theatre
Jericho Hills finishes: Confucian Monastery
A Hamlet was built near East Point
Stone Valley grows: 6
Stone Valley finishes: Confucian Temple
A Hamlet was built near Cottage Island
Eliza Dushku finishes: Forge
Stroganof finishes: Confucian Monastery
Ulundi's borders expand
Ulundi finishes: Confucian Monastery
Bleak Hills grows: 3
Attitude Change: Boudica(Celtia) towards Pericles(Greece), from 'Cautious' to 'Pleased'
Attitude Change: Augustus Caesar(Rome) towards Suryavarman II(Khmer), from 'Pleased' to 'Cautious'
Attitude Change: Charlemagne(Holy Rome) towards Joao II(Portugal), from 'Pleased' to 'Cautious'
Civics Change: Joao II(Portugal) from 'Vassalage' to 'Bureaucracy'
Civics Change: Joao II(Portugal) from 'Paganism' to 'Theocracy'

Turn 180/500 (1190 AD) [07-Dec-2008 12:25:00]
CentralDispatch begins: Stable (2 turns)
Jericho Hills begins: Observatory (13 turns)
Stone Valley begins: Library (4 turns)
Eliza Dushku begins: Explorer (5 turns)
Stroganof begins: Confucian Temple (12 turns)
Ulundi begins: Galleon (3 turns)
Marble Island begins: Harbor (8 turns)
Marble Island begins: Observatory (25 turns)
A Cottage was built near Jericho Hills
A Cottage was built near Flood Hazard
A Mine was built near Nod Wink
While attacking just off shore near Apache, Maceman defeats (8.00/8): Barbarian Worker (Prob Victory: 0.0%)
Marble Island begins: Confucian Monastery (9 turns)
Confucianism has spread: Cottage Island
CentralDispatch finishes: Stable
Arcadia grows: 9
Arcadia finishes: Confucian Temple
East Point grows: 5
Stone Valley finishes: Library
Marble Island grows: 9
Marble Island finishes: Confucian Monastery
Gun Gun Lover grows: 7
Gun Gun Lover's borders expand
Eliza Dushku grows: 8
A Hamlet was built near Eliza Dushku
Cape Mastiff grows: 7
A Hamlet was built near Gun Gun Lover
Ulundi grows: 13
A Hamlet was built near Ulundi
A Hamlet was built near Nod Wink
Bleak Hills finishes: Theatre
Flood Hazard grows: 4
While defending just off shore, Caravel defeats (2.10/3): Barbarian Galley (Prob Victory: 96.0%)
Attitude Change: Boudica(Celtia) towards Pericles(Greece), from 'Pleased' to 'Cautious'
Attitude Change: Charlemagne(Holy Rome) towards Joao II(Portugal), from 'Cautious' to 'Pleased'

Turn 181/500 (1200 AD) [07-Dec-2008 12:50:19]
CentralDispatch begins: Confucian Missionary (1 turns)
Arcadia begins: Library (4 turns)
Stone Valley begins: Observatory (10 turns)
Trebuchet promoted: City Raider II
While attacking in Barbarian territory at Apache, Trebuchet loses to: Barbarian Archer (0.75/3) (Prob Victory: 97.2%)
While attacking in Barbarian territory at Apache, Maceman defeats (4.48/8): Barbarian Archer (Prob Victory: 100.0%)
While attacking in Barbarian territory at Apache, Maceman defeats (5.92/8): Barbarian Archer (Prob Victory: 100.0%)
While attacking in Barbarian territory at Apache, Maceman defeats (6.88/8): Barbarian Archer (Prob Victory: 100.0%)
Captured Apache (Barbarian)
Apache begins: Granary (61 turns)
A Cottage was built near Jericho Hills
Cottage Island begins: Confucian Monastery (60 turns)
Marble Island begins: Globe Theatre (34 turns)
Tech learned: Divine Right
CentralDispatch finishes: Confucian Missionary
Jericho Hills grows: 8
Arcadia finishes: Library
East Point finishes: Confucian Temple
Cottage Island grows: 7
Gun Gun Lover finishes: Confucian Temple
Eliza Dushku's borders expand
Eliza Dushku finishes: Explorer
Cape Mastiff finishes: Heroic Epic
Nod Wink grows: 2

Turn 182/500 (1210 AD) [07-Dec-2008 14:13:40]
Research begun: Education (4 Turns)
CentralDispatch begins: The Spiral Minaret (7 turns)
Arcadia begins: Observatory (12 turns)
Eliza Dushku begins: Confucian Temple (8 turns)
Cape Mastiff begins: Stable (6 turns)
While attacking in Khmer territory at New Sealand, Maceman defeats (4.96/8): Barbarian Archer (Prob Victory: 99.4%)
A Workshop was built near Cape Mastiff
Research begun: Guilds (2 Turns)


If you have helpful hints, especially on pop rushing, let me know... you should see my notes! :snowlaugh:
 
Very nice work on the turnset, Mastiff! :goodjob:

Caesar builds a shrine for us - excellent news! :) He also builds Angkor Wat for us to conquer, although I wish he would put all his wonders in one city. More cities we need to keep. :(

More updates for namliaM's wonder points graph. :scan:

We also add Sankore to our collections of wonders, which will help our research even at 0%. I think we should not research Guilds -- Caesar has it, and once someone else gets it we should be able to trade for it. I am more worried by Gandhi having Nationalism -- we are likely to lose the Taj Mahal. :( We should make a run towards Nationalism and try to get that golden age.

Interesting that there is another hut, and good work on getting a recon unit moving towards them. Not sure if we can get anything very useful (I think Astro is about as advanced a tech as you can get), but maybe we will get money. Probably something like 1 free warrior, or a map. :crazyeye:

On the Confucian Academy, where do we need some extra happiness? We get (I think) +2 for our state religion, and cathedral-type buildings do also get the AP/Sankore/Spiral bonuses. So we will get hammers, beakers, and (once the Spiral is ours) coins.

Nice work on New Sealand. Sometimes you get those rolls, even at 95+%. As long as that wasn't our GG unit (hoping it was not!), then just think of it as a reduction in our unit maintenance.

One odd note in the autolog: it twice shows changes in attitude between Charlemagne and Joao -- neither of whom have Optics, and thus should not be in contact. :confused:

I believe this brings namliaM up next, with myself in the on deck spot. I'll update the roster and report posts tomorrow when I get a few free minutes.
 
Nope, not our GG... I didn't bring him along. It was a 2CR treb.

And can't we get a tech like Guilds from a hut, even if we have Astro? We might trade for Guilds, but we can use Banking, too. Not to mention the push to Liberalism. If Gandhi has jump start on the Taj, how likely are we to get it?
 
- Here's a big one; Another Goody Hut is discovered north of Circei.
Let's not trade our map... and hit that one right after Silver Whale. (An explorer is in route.)
I sure hope we didnt actually build an explorer, rather we would use our scout to pop them???

This is why I wanted 2 scouts... Explorer is a waste of 25 hammers... (40 vs 15 for a scout)
Caesar builds a shrine for us - excellent news! :) He also builds Angkor Wat for us to conquer, although I wish he would put all his wonders in one city. More cities we need to keep.
Missing one wonder, if we raze a city is not going to be to bad... though if the AI would be nice enough (like gandhi) to make multi wonder cities ... that would be great

More updates for namliaM's wonder points graph.
Graph updated screeny

and excel file attached, anyone please check if I skipped anything?

How/when did we finish Maoui??? I cannot find it in the logs.

I think we should not research Guilds -- Caesar has it, and once someone else gets it we should be able to trade for it. I am more worried by Gandhi having Nationalism -- we are likely to lose the Taj Mahal. :( We should make a run towards Nationalism and try to get that golden age.
I think I agree, we can target Nationalism and "Pre build" Taj a bit in Ulundi. To we wont have the luxury of capturing MoM first

In 5 turns we can have city visibility of Gandhi... Good idea?
Why are we spending EPs on Boudica, who will be dead-ish soon-ish?
Not sure if we can get anything very useful (I think Astro is about as advanced a tech as you can get), but maybe we will get money. Probably something like 1 free warrior, or a map.
Exactly... thus a questionable decision on the Explorer... Though if we pop some 100 gold from each hut or maybe Education/Guilds/Nationalism... I will be quite happy.

Not sure if you can pop any techs at this moment thought. Not really any sence in looking it up right? There is somewhere a list of techs you can pop.

On the Confucian Academy, where do we need some extra happiness? We get (I think) +2 for our state religion, and cathedral-type buildings do also get the AP/Sankore/Spiral bonuses. So we will get hammers, beakers, and (once the Spiral is ours) coins.
It is 300 hammers investment... with copper it is 200 hammers. That means 100 turns to get a return on investment of hammers (not counting coin or beakers)
Nice work on New Sealand. Sometimes you get those rolls, even at 95+%. As long as that wasn't our GG unit (hoping it was not!), then just think of it as a reduction in our unit maintenance.
We seem to get our share of these rolls ... :sad:

Our GG is still in the homeland... I am guessing MoA did the smart thing and used <10xp units so they would actually benifit from the battle(s)
I believe this brings namliaM up next, with myself in the on deck spot. I'll update the roster and report posts tomorrow when I get a few free minutes.

Me up?? Great...
Will get a detailed plan this evening and play tomorrow.

Some note on the save:
I would have inserted the Barrey and stable in Cape Mastiff prior to the HE... while building buildinigs in CM with HE present is wasting hammers :(
Plus I would redirect the Missionary to CM to make the CONFUs there for extra hammers :)

Harbor in Mastif? Prior to the Observatory?

Bleak hills has stolen the fish from Joao but is not working the extra food?

Why are we building a windmill near Flood hazard? If we want food we should farm the tile to irrigate the Wheat.

I dont see why we would need anymore happyness at this point, Cottage island is worse off at 4 surplus happyness.
 
One thing I notice, Gandhi is almost done with DR, we can trade what is left of DR + Optics for Philo + WM + 70 gold
We can also pick up Joao's 40 gold for his remaining 2 turns of Optics.

Angkor Wat with ceasar is a good thing. Priests are now > engineers and he has another Shrine to build for us :)
He should with having Wat be running more priests now than he would have without it... This actually is a good thing, if even we have to keep an extra city :)

Nationalism is 4 turns at 100% I will be going 2 turns 0% then 100% to finish nationalism then on to Education/Liberalism? To take MT or Constitution (probably MT) as our price.
 
I sure hope we didnt actually build an explorer, rather we would use our scout to pop them???

This is why I wanted 2 scouts... Explorer is a waste of 25 hammers... (40 vs 15 for a scout)

Where do we have a scout?! Did I miss him? I thought he died a long time ago. I couldn't build any, since we already had compass...

How/when did we finish Maoui??? I cannot find it in the logs.

I rushed a missionary and the overflow finished Moai... So it was Turn 175 (1140 AD)

Why are we spending EPs on Boudica, who will be dead-ish soon-ish?

My bad. :blush: I read your post about putting one on Caesar, and when I went back a few hours later, put it on Boudica instead...

We seem to get our share of these rolls ... :sad:

Our GG is still in the homeland... I am guessing MoA did the smart thing and used <10xp units so they would actually benifit from the battle(s)

Yeah, especially when the RNG knows it's me... :mad:

Yes, I fought with all >10 xp units, and got one mace to 10...

I would have inserted the Barrey and stable in Cape Mastiff prior to the HE... while building buildinigs in CM with HE present is wasting hammers :(
Plus I would redirect the Missionary to CM to make the CONFUs there for extra hammers :)

Harbor in Mastif? Prior to the Observatory?

I was under the impression the next turnset would be heavy on building troops for Celtic aggression... so I wanted it done for the next guy. And hey, send that missionary guy wherever he needs to go!

Not sure why a harbor is showing, I thought I set it for a stable. (The log shows stable! Odd...) There shouldn't be any hammers in it, though, I finished the HE on my last turn.

Bleak hills has stolen the fish from Joao but is not working the extra food?

Why are we building a windmill near Flood hazard? If we want food we should farm the tile to irrigate the Wheat.

Bleak must have just gotten the fish back.

I did the windmill for some hammers... just seemed like a good thing to start!

MF
 
Where do we have a scout?! Did I miss him? I thought he died a long time ago.
On the AI continent....

I rushed a missionary and the overflow finished Moai... So it was Turn 175 (1140 AD)
You guys ARE hopefully putting atleast 1 turn of production into anything you whip? We should have finished Maoui earlier with the Monastary IIRC.

My bad. :blush: I read your post about putting one on Caesar, and when I went back a few hours later, put it on Boudica instead...
Not a ship wreck... :rolleyes:

Yeah, especially when the RNG knows it's me... :mad:

Yes, I fought with all >10 xp units, and got one mace to 10...
*erm* you mean <10 not >10... lol

I was under the impression the next turnset would be heavy on building troops for Celtic aggression... so I wanted it done for the next guy. And hey, send that missionary guy wherever he needs to go!
First we have to get our excisting troops transported and waring before we even think about adding new units to add to our costs...

Not sure why a harbor is showing, I thought I set it for a stable. (The log shows stable! Odd...) There shouldn't be any hammers in it, though, I finished the HE on my last turn.
Harbor could have been me clicking around in the save... sorry :blush:

Bleak must have just gotten the fish back.
Fish are allready at 53%, so we have had them a while... minor detail though...

I did the windmill for some hammers... just seemed like a good thing to start!
We do seem a bit food low around Flood Hazard, though the farm would IMHO have been the better choice.
 
General things:
- Wake the sleeping worker in Dushka start using it.
- Get some <10xp Mace/pike down to Cold harbor to 'support' the settler and pick up some XP.
- Start transporting from New sealand to the mainland, then start transporting from Joao to Gandhi.
3 macemen can jump on the Galleon, while the Galleys send 3 trebs and a Mace down to Bleak. The galleys head east towards the capitol, i.e. to take the MP Archers out of Marble and put them to better use elsewhere (East point?)
- Allocate 100% EPs back to Gandhi to get city visibility (4 turns) this does allow us to see his production too right??
- We dont have OBs yet with Boudica!! That is 8 traderoutes we are wasting untill offcourse such time Boudica is to die... but that wont be my turnset. 8 intercontinental traderoutes for +1 commerce each.


Trades
- Sell DR + Optics for Philo + WM + 70 gold to Gandhi (dont think this can wait despite giving up a monopoly (optics) and helping Gandhi a little.... Philo will help us more than Optics him)
- 'Sell' Optics to Joao for his 40 gold (or gamble a little and hope he still pays 40 gold for the last turn?)
- Cancel both deals with Joao we have plenty happy right now so Re-sell him the clams for 8gpt
or re-sell him the Copper for Wine + 8gpt (should work, for +1gpt overall)

* Question *
When did we enter into the deals with the other AI? There should be 8 or 9 turns past right now right? Which means we can cancel some of those deals.
I.e.
We are trading fish and clams to Charlemagne for Dye and Corn.
CD is most unhealthy city we have at +6
Cottage Island is the most unhappy at +5
We can stand to lose a few of those surplusses in exchange for gold.*/Question*
* Cancel Fish<>Dye trade with Charly, sell fish for 6GPT
* Cancel Sheep <> 9 gpt to Pericles, resell for 10gpt
* Sell Ceasar Wheat for 7 gpt (or stone, but we need that for Spiral)
* Sell Boudica Rice for 1gpt
+15GPT from deals + 8 commerce OBs.

Great Person
We have another GP due in 2 turns, what do we do with him if it is another GM/GA? GM/GA we dont need at this point.
GE we store for future use
GP builds Christian shrine.

Research
Nationalism
Run 2 turns at 0% to get +360 gold and a total of 1140
Run 4 turns at 100% getting Nationalism at -248gpt.
Run 4 turns at 0% towards Education getting 720 + remaining gold 140 for 840 gold. Needing one more turn for enough gold to get Education in 4 (at 100%) possibly 3 at that point because of the free UoS beakers, but that is another turnset.

Central Dispatch
Spiral (7)
Wall (1)
Castle (+1 traderoute) (1)
Christian Monastary (+10% Beakers) (1)

MM Plains hill to coast and cottage the 2 remaining tiles ASAP, chopping the forest in the mean time

Take 3 MP (now down to only +7 happyness) and relieve some of the Mace MPs in Zulu land.

Jericho Hills
Insert Temple for the hammers and beakers. Plus the Observatory will not help much in the mean time at 0% research after Nationalism
14 turns ATM for Temple + Observatory, this will speed up because of
1) Temple and 2 hammers/turn
2) Chopping the forest
3) Working the grass hill when it grows in 4 turns.

Arcadia
Insert Harbor finish Observatory (12 turns)
Possibly chop and replace the forest by a Cottage.

East point
Finish the harbor with whip overflow and continue the forge. East point needs to grow to max out Maoui

Stone Valley
Insert Harbor for +Commerce and continue the Observatory.
Total at 10 turns, exchanging the stone for a coast to stimulate growth.

Marble Island
Whip Temple, Whip Market, Whip Courthouse for 36, 35 and 16 overflow.
For a total of 65 +150% = ~160 + 60 normal production = 220 out of the remaining 250 done. Build Globe and grow Grow GROW (for now) untill we see something worth whipping...
Baray for more food, Observatory, missionaries... lots to whip :)

Cottage Island
Whip the Monastary (removing the 2 coastal pop) overflow to Temple.
Deque temple letting CI grow while building the Forge, waiting to whip the Temple...

Gun Gun Lover
Finish the forge, build library (total 8 turns) MM to add the plains cottage when finished for 8 raw hammers per turn instead of 7.
Then what?
Courthouse for 4 GPT saved?
Harbor for +4 commerce? (or 5 beakers at 100% with the library)
Observatory for +6 beakers at 100% (3 beakers @ 50%)

Dushka
Confu Temple > Library (+7 beakers) total 12 turns.

Mastiff
Grow it working the coast, start a Baray for food (8 turns) and start a Monastary for the hammers/beakers/gold.

Stroganof
Finish the temple, worker goes to cottage at stone valley.
Then returns to Farm the grass forest(s), start Barrey after Temple for food.

Pony park
Finish the Theatre before the hammers start to decay then start Baray.
The extra food of the Baray will allow us to whip the confu's later on when Confu has spread. 25 food = 60 hammers.

Ulundi
Prepare Ulundi to "rush" Taj.
There are 4 pop not working the food or hammer tiles, I intend to whip them.
Finish the Galleon, generating 15 overflow. Go kill the barb galley. (turn 1)
(15 + 25) * 1.5 = 60 hammer towards the Courthouse leaving 60 for a 2 pop whip and 20 raw overflow (Turn 2)
MM down to 18 hammers/turn (27 real) for 2 turns to leave 46 hammers left on the Baray to whip for 2 and generate 28 raw overflow. (Turn 3 and 4)
Max out hammers, while finishing both (turns 5 and 6) taking 2 times 23 base hammers plus 20 and 28 hammers towards the Taj Total 46 + 48 = 90 (give or take a rounding hammer) base hammers to Taj, +150% and another 23 base on the first turn.
113 + 150% = 280-ish hammers on the first turn. Also STOP the chop going on NE of Ulundi so we may add the hammers to Taj later instead of messing with my beautifull que here.
*edit* Hmz, never mind the chop will go to Gun Gun Lover... no sence in stopping it */edit*
Leaving 420 / 35 hammers/turn = 12 turns to Golden age + 6 turns to get started = GA in 18-19 turns = the time available to take MoM .... :goodjob:

Tight but doable... In particular if we can see Gandhi's production and time Taj to the turn.. hopefull.

Nod Wink
It is going to be a long while before it needs a lighthouse. Start a baray for extra food (so we can work that mine @+2 food).
With +2 food at the moment it takes 7 turns to grow. Then to grow another pop and work the windmill, another 7.
Then another 7 to grow and work the mine to "rush" the Baray, i.e. we dont need the worker here for atleast 21+ turns, it can go do something usefull elsewhere i.e. Cottage at Arcadia or something.

Bleak hills
Work the fish and windmill grow to work the plains and grass cottage while continuing the Forge build.
Insert Confu's if applicable.

Flood Hazard
Finish Monastary, start Temple whip it for 2, start forge.

New Sealand
Whip the granary and Lighthouse in that order while improving the sheep and cottaging alround. Grasses first, then forests and ultimatly plains.

Any comments? Answers to the trade question? Suggestions? etc??
Barring any large discussions/Disagreements/important suggestions I will be playing in about 24 hours
 
1) On the AI continent....

2) You guys ARE hopefully putting atleast 1 turn of production into anything you whip? We should have finished Maoui earlier with the Monastary IIRC.

3) First we have to get our excisting troops transported and waring before we even think about adding new units to add to our costs...

4) Fish are allready at 53%, so we have had them a while... minor detail though...

5) We do seem a bit food low around Flood Hazard, though the farm would IMHO have been the better choice.

1) Wow. Did someone put him to sleep? I swear, I never moved him once! :crazyeye:

2) Oh yes, now that I know about that penalty, I'll never do it unless there is some dire need. I think all the CONFUS are done in East, no?

3) Okay. I thought we'd be pumping put some knights here soon. But then, I usually overkill with troops when I go to war. (Pardon the pun)

4) Hmmm... I was MMing the cities pretty closely. I could have missed it!

5) Perhaps so, the next time I have a perfect turnset will be the first! :p

MF

EDIT: Trades were made on the second turn of my set... And Boudica wouldn't give me open borders!

EDIT 2: Don't forget to move the caravel SE of the new goody hut before the RED BUTTON. (No sense losing it to the barb galley)
 
So directly after the advent of Astro... that means we have some 1, maybe 2 turns to go on the trades?? I will check both turns ...

No such thing as a perfect turnset, as things will hardly ever go as planned (Hagia beeing one of them) If it is not a mistake, then RNG or AI will throw a wrenge into the works.

The scout is probably on "automove"/Explore, pretty tedious to move around a scout on this continent... so I can imagine it beeing so... but not very usefull in this case. JH also probably noted it someplace, but we didnt ...
 
Plan looks pretty good overall. Nice work on the micro. :)

On the resource trades, we have extra happiness and extra health. But once we go to war, we will need more happiness, so I am reluctant to let those resources go. If they get traded to someone else, we may not be able to get them back.

Joao's wine we can probably drop, for a while anyway, since he should not be able to reach anyone, or have anyone reach him. However, "should" may not be the truth here; the two entries in Mastiff's autolog for Charlemagne's attitude towards Joao changing make me less certain.

I would like to keep that dye deal, unless that AI has multiple spares (meaning we can almost certainly reclaim them later). But grab cash where you can; we do need it badly.

Also, you keep mentioning sending troops to Gandhi -- aren't we planning to attack Boudica?
 
Joao vs Charlemagne is a strange thing, but ingame on the relations screen it they dont show as knowing eachother?? And without Astro, no intercontinental trading.

On happyness if we need more we can settle that Whale/Silver for +4 happyness real easy real quick. Happyness issues can also be resolved by MP (in HR) or by reducing the number of citizens (whipping). I see health as a more important factor because you cannot really influence that with other means than resources.

I was thinking we land our units in India, move thru India while the galleons fetch more units. Using one of these attack plans....
 
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