SGOTM 08 - XTeam

Mission: Air strikes[/B] section.
Thanks, leif. Read it but still have questions: If the airship has a power of only 4, then I presume it rarely inflicts much damage on a fortified longbow in a city. What defenses is it affected by? Is the damage limit only applicable to one airship on one turn and can accumulate with successive airship attacks on the same or subsequent turns? Does it have to return to a friendly city the same turn it attacks, or can it wait and return on the next turn? From what SCT wrote, I gather that at present our airships are invulnerable . . . correct?
 
Thanks, leif. Read it but still have questions: If the airship has a power of only 4, then I presume it rarely inflicts much damage on a fortified longbow in a city. What defenses is it affected by? Is the damage limit only applicable to one airship on one turn and can accumulate with successive airship attacks on the same or subsequent turns? Does it have to return to a friendly city the same turn it attacks, or can it wait and return on the next turn? From what SCT wrote, I gather that at present our airships are invulnerable . . . correct?
I am playing a game for fun atm and have been using Airships.

The damage limit of an Airship is 20%. In this game, they regularly inflict 16% (have seen 15% also) on fortified Longbows (in a city on a Plains Hill). A second attack will nearly always result in the last 4%, or totaling 20%. They do not appear to be affected by defenses, only the strength of the unit they attack. A Spear is also in the city and attacking it results, nearly always, in a complete 20% "hit" each attack. The units in the city heal between turns, nearly always back to 100%, btw.

The Airship will always return to the city from which the attack was launched, it cannot "loiter" over a target, and they have a range of 8 tiles.

The Airships are invulnerable until the AI gets Machine Guns (Railroad), Fighters (Flight) or SAM Inf (Rocketry).

Airships do not cause collateral damage but they do attack the strongest unit in the city stack first, nice bonus for our Horsemen.

Hope that helps. :)
 
I'm at Turn 184, having captured Gergovia and Bibracte with the loss of 2 units. Boudica has a fearsome stack approaching Gergovia (5 pikes, 4 GWs, 3 axes, 11 cats). We have 3 Cuirs in a galleon that could unload in Gergovia this turn, and 3 more Cuirs next turn, but they probably would survive the cats+pikes. We can also get a Cease Fire this turn and redeclare a couple turns later when we can destroy the stack with our own stack of airships and Cuirs.

Have a look at the save. I'd laike to play one more turn before submitting.
 

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I can't take a look until after work this evening.
 
I'm at Turn 184, having captured Gergovia and Bibracte with the loss of 2 units. Boudica has a fearsome stack approaching Gergovia (5 pikes, 4 GWs, 3 axes, 11 cats). We have 3 Cuirs in a galleon that could unload in Gergovia this turn, and 3 more Cuirs next turn, but they probably would survive the cats+pikes. We can also get a Cease Fire this turn and redeclare a couple turns later when we can destroy the stack with our own stack of airships and Cuirs.
Discretion may be the better part of valor. Looking at Camulodunum, there are a further five Horse Archers that could join the fray next turn! Not sure we want to have to replace so many units when we can more easily destroy them on our terms in a couple of more turns?

What will happen to the stack near Nuremburg? Will it teleport into Gandhi's territory or will it be moved to Bibracte? :hmm:

Have a look at the save. I'd like to play one more turn before submitting.
:thumbsup:
 
I can't take a look until after work this evening.

I'll post a screenie for you rrau.

Boudica's stack is north of Gergovia. Additionally, Charlemagne has 5 HAs in Camul. In Gergovia, we have 3 Cuirs (2 half-strength, 1 three-quarter strength). South of Gergovia is a galleon with 3 Cuirs that can land this turn. Also south of Gergovia are 3 empty galleons with 5 movement points each. West of Gergovia is a galleon with 3 Cuirs that can land next turn. Another load of 3 Cuirs can be chained in two turns from now. That would give us 12 Cuirs in Gergovia. We have 4 airships in Gergovia and 2 in Bibracte, and we can get 2 more to Bibracte within 2 turns.

If we sign a ceasefire for 2 turns and redeclare on turn 186, we can look for Boudica's stack to reappear north of Gergovia. We can hit it with 8 airships, and then attack with most of our Cuirs. In the open field, Cuirs do flanking damage to cats, so we might be able to destroy the entire stack in one shot.

What will happen to the stack near Nuremburg? Will it teleport into Gandhi's territory or will it be moved to Bibracte? :hmm:

When I declared on Boudica, I had a scout in Celtia that got transported into India.
 

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When I declared on Boudica, I had a scout in Celtia that got transported into India.
:thumbsup: :)

Sorry, I missed that those Horse Archers were Charlemagne's. :crazyeye:

Waiting the two turns seems to be the best solution, I agree. :goodjob:

EDIT - The score and culture curves are sure beginning to look similar! :hmm:
The power curves are quite different, for the moment.
 
I'll try to have a look in about an hour, but a ceasefire makes sense, so proceed without me if you wish. Note that without other units to follow up, cats can't kill anything, which makes us less vulnerable to a counterattack even if we don't get all the cats.
 
EDIT - The score and culture curves are sure beginning to look similar! :hmm:
The power curves are quite different, for the moment.

Yes, OSS seems to be doing the exact same thing as us, only 6-8 turns later. I expect Murky's power graph will start to mimic ours soon. They look like our biggest competitors. I'm scratching my head on CRC. Their power graph is at least 20 turns behind ours. Maybe they're going for a more peaceful victory. Gypsy is looking like a contender too, but a bit early to tell.

I like our chances. At the moment, it looks like we are in a better position than any other team.

I'll try to have a look in about an hour, but a ceasefire makes sense, so proceed without me if you wish. Note that without other units to follow up, cats can't kill anything, which makes us less vulnerable to a counterattack even if we don't get all the cats.

Our chances are good to destroy almost the entire stack. 8 airships would hit 1LB, 5 pikes, and 2 gallic warriors for 20% each. If our Cuirs can win 9-10 battles, their cats will be gone as well.

The three Celtic cities north of Gergovia and Bibracte are all 4 tiles away from Gergovia or Bibracte. Boudica knows Engineering, so her units get 3 moves on roads. If she returns her stack to one of those three cities, and then moves them back towards Gergovia or Bibracte after we declare war, she'll be a sitting duck. Our airships can run recon missions during the two turns of cease fire to keep tabs on the stack. If the stack moves back to Camul, we can unlaod all units at Gergovia. If she moves her stack to where she could reach Gergovia or Bibracte in two turns, we can keep three galleons full of Cuirs at sea on the turn we delcare and then offload them on the turn we wish to attack the stack.
 
I went ahead and finished my turnset, signing a cease fire with Boudica. Anything else would have meant certain loss of Gergovia.

T178
X-ville: Cuir->airship
Ivoryville: Cuir->airship
Scout finds in Celtia:
Bibracte - 2 LBs, cat, mace, galley, settler
I load onto galleons near X-ville: 6 Cuirs, 4 trebs, 1 Xbow. They set sail for Celtia.

IBT
Augustus asks for Lit for 70 gold (I refuse)

T179
Ivoryville airship->airship

IBT
A random event allows me to pay 19 gold and suffer -2 relations with Joao for 30 turns of +1 happiness in all Confucian cities. I take it.
GS born to Pericles

T180
Declare war on Boudica/Charlemagne. Joao follows suit.
Trade sheep to Gandhi for corn
Unload 4 Cuirs and 2 trebs at Gergovia. Only 1 LB and 1 gallic warrior defending.

IBT
Charlemagne's cat attacks our scout, and withdraws.
Boudica has Guilds now.

T181
Boudica reinforces Gergovia with 1 LB, 1 GW, and 1 cat
Bombard Gergovia with treb and frigate to bring it to 0%
Treb attacks at 56% and dies
Cuir defeats GW at 97%
Cuir defeats LB at 99%
Cuir defeats GW at 99%
Cuir defeats LB at 99%
Cuir from galleon loses to cat at 99%
Cuir from galleon defeats cat at 99%
Capture Gergovia. Move in 2 Cuirs and 4 airships
Scout finds in HRE:
Pisa - 2 LBs
Nuremburg - LB, mace, sword

IBT
Charlemagne's mace kills our scout

T182
Delay landing at Bibracte for 1 more turn until 3 more Cuirs can arrive
Start bombing targets with airships

IBT
Electricity->Liberalism
Celt Xbow loses to our Cuir

T183
Cuir defeats mace near Gergovia
Land 5 Cuirs, Xbow, 2 trebs at Bibracte and capture worker
Spot a big Celt stack north of Camul: 5 pikes, 4 GWs, 1 LB, 3 axes, 11 cats!

IBT
Boudica seems to be giving up on Bibracte. A cat runs away.

T184
Taj completed in Furville. Golden age begins
Trebs and frigate bomb Bibracte down to 12%. I decide to attack.
Airships bombard
Cuir defeats LB at 83%
Cuir defeats mace at 74%
Cuir defeats LB at 77%
XBow defeats mace at 36%
Bibracte captured. Move in 3 Cuirs, XBow, 2 new airships
Celtic SOD is 1 turn from Gergovia.
Sign ceasefire with Boudica
Units near Nuremburg teleported 1 tile to Indian territory

IBT
Liberalism->Radio->Communism
Augustus completes Ankor Wat

T185
I spot Boudica's stack between Gergovia and Bibracte. It's on a hill now, but may be vulnerable next turn.
Rebase 2 more airships to Bibracte.

Save is up.
 
Turn log:
Spoiler :
Turn 175, 1150 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (11.94)
Turn 175, 1150 AD: Combat Odds: 1.4%
Turn 175, 1150 AD: (Plot Defense: +24%)
Turn 175, 1150 AD: (Fortify: +25%)
Turn 175, 1150 AD: (City Defense: +70%)
Turn 175, 1150 AD: (City Attack: -20%)
Turn 175, 1150 AD: Suryavarman II's Catapult is hit for 30 (70/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 13 (87/100HP)
Turn 175, 1150 AD: Suryavarman II's Catapult is hit for 30 (40/100HP)
Turn 175, 1150 AD: Suryavarman II's Catapult is hit for 30 (10/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 13 (74/100HP)
Turn 175, 1150 AD: Suryavarman II's Catapult is hit for 30 (0/100HP)
Turn 175, 1150 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 175, 1150 AD: Suryavarman II's Catapult (5.00) vs Joao II'sLongbowman (10.59)
Turn 175, 1150 AD: Combat Odds: 2.2%
Turn 175, 1150 AD: (Plot Defense: +24%)
Turn 175, 1150 AD: (Fortify: +25%)
Turn 175, 1150 AD: (City Defense: +45%)
Turn 175, 1150 AD: Suryavarman II's Catapult is hit for 29 (71/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 13 (78/100HP)
Turn 175, 1150 AD: Suryavarman II's Catapult is hit for 29 (42/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 13 (65/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 13 (52/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 13 (39/100HP)
Turn 175, 1150 AD: Suryavarman II's Catapult is hit for 29 (13/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 13 (26/100HP)
Turn 175, 1150 AD: Suryavarman II's Catapult is hit for 29 (0/100HP)
Turn 175, 1150 AD: Joao II's Longbowman has defeated Suryavarman II's Catapult!
Turn 175, 1150 AD: Suryavarman II's Cuirassier (13.24) vs Joao II'sLongbowman (8.54)
Turn 175, 1150 AD: Combat Odds: 95.5%
Turn 175, 1150 AD: (Extra Combat: -20%)
Turn 175, 1150 AD: (Plot Defense: +24%)
Turn 175, 1150 AD: (Fortify: +25%)
Turn 175, 1150 AD: (City Defense: +70%)
Turn 175, 1150 AD: Suryavarman II's Cuirassier is hit for 17 (75/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 22 (43/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 22 (21/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 22 (0/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier has defeated Joao II's Longbowman!
Turn 175, 1150 AD: Suryavarman II's Cuirassier (14.40) vs Joao II'sSwordsman (7.33)
Turn 175, 1150 AD: Combat Odds: 97.9%
Turn 175, 1150 AD: (Extra Combat: -20%)
Turn 175, 1150 AD: (Extra Combat: +10%)
Turn 175, 1150 AD: (Plot Defense: +24%)
Turn 175, 1150 AD: (Fortify: +15%)
Turn 175, 1150 AD: Joao II's Swordsman is hit for 26 (56/100HP)
Turn 175, 1150 AD: Joao II's Swordsman is hit for 26 (30/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier is hit for 15 (85/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier is hit for 15 (70/100HP)
Turn 175, 1150 AD: Joao II's Swordsman is hit for 26 (4/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier is hit for 15 (55/100HP)
Turn 175, 1150 AD: Joao II's Swordsman is hit for 26 (0/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier has defeated Joao II's Swordsman!
Turn 175, 1150 AD: Suryavarman II's Cuirassier (12.24) vs Joao II'sHorse Archer (5.41)
Turn 175, 1150 AD: Combat Odds: 99.5%
Turn 175, 1150 AD: (Extra Combat: -20%)
Turn 175, 1150 AD: (Extra Combat: +10%)
Turn 175, 1150 AD: Joao II's Horse Archer is hit for 29 (53/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier is hit for 13 (72/100HP)
Turn 175, 1150 AD: Joao II's Horse Archer is hit for 29 (24/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier is hit for 13 (59/100HP)
Turn 175, 1150 AD: Joao II's Horse Archer is hit for 29 (0/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier has defeated Joao II's Horse Archer!
Turn 175, 1150 AD: Suryavarman II's Cuirassier (12.38) vs Joao II'sAxeman (6.36)
Turn 175, 1150 AD: Combat Odds: 99.1%
Turn 175, 1150 AD: (Extra Combat: -20%)
Turn 175, 1150 AD: (Extra Combat: +10%)
Turn 175, 1150 AD: (Plot Defense: +24%)
Turn 175, 1150 AD: (Fortify: +25%)
Turn 175, 1150 AD: Joao II's Axeman is hit for 27 (53/100HP)
Turn 175, 1150 AD: Joao II's Axeman is hit for 27 (26/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier is hit for 14 (72/100HP)
Turn 175, 1150 AD: Joao II's Axeman is hit for 27 (0/100HP)
Turn 175, 1150 AD: Suryavarman II's Cuirassier has defeated Joao II's Axeman!
Turn 175, 1150 AD: Suryavarman II's Maceman (6.72) vs Joao II'sLongbowman (1.85)
Turn 175, 1150 AD: Combat Odds: 100.0%
Turn 175, 1150 AD: (Plot Defense: +24%)
Turn 175, 1150 AD: (Fortify: +25%)
Turn 175, 1150 AD: (City Defense: +45%)
Turn 175, 1150 AD: (City Attack: -75%)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 25 (1/100HP)
Turn 175, 1150 AD: Suryavarman II's Maceman is hit for 15 (69/100HP)
Turn 175, 1150 AD: Joao II's Longbowman is hit for 25 (0/100HP)
Turn 175, 1150 AD: Suryavarman II's Maceman has defeated Joao II's Longbowman!
Turn 175, 1150 AD: You have captured Évora!!!
Turn 175, 1150 AD: You have made peace with Joao II!
Turn 175, 1150 AD: Joao II has capitulated and is now a vassal state of Suryavarman II
Turn 175, 1150 AD: Mikhail Lomonosov (Great Scientist) has been born in X-ville (Suryavarman II)!
Turn 175, 1150 AD: You have discovered Physics!

Turn 176, 1160 AD: You have discovered Chemistry!
Turn 176, 1160 AD: You have trained a Trebuchet in Ivoryville. Work has now begun on a Cuirassier.
Turn 176, 1160 AD: Charlemagne converts to Hinduism!

Turn 177, 1170 AD: The borders of Lisbon have expanded!
Turn 177, 1170 AD: Gandhi has completed Notre Dame!
Turn 177, 1170 AD: Zoroaster (Great Prophet) has been born in Delhi (Gandhi)!
Turn 177, 1170 AD: The Apostolic Palace voting members have announced their decision: Sign open borders with all members (Requires 362 of 584 Total Votes)

Turn 178, 1180 AD: The borders of Marbleville have expanded!

Turn 179, 1190 AD: The borders of Furville have expanded!
Turn 179, 1190 AD: The borders of Guimarães have expanded!
Turn 179, 1190 AD: Al-Razi (Great Scientist) has been born in Argos (Pericles)!
Turn 179, 1190 AD: A slave revolt has taken place in the Greek city of Argos!

Turn 180, 1200 AD: Nobles from a Portuguese family are angry with their new Khmer inlaws for holding a Confucian wedding against their wishes. This event has drawn great interest within these nations as feuding has broken out over the dispute.
Turn 180, 1200 AD: You have declared war on Boudica!
Turn 180, 1200 AD: You have declared war on Charlemagne!
Turn 180, 1200 AD: Joao II has declared war on Charlemagne!
Turn 180, 1200 AD: Joao II has declared war on Boudica!
Turn 180, 1200 AD: Horseville celebrates "We Love the Prime Minister Day"!!!
Turn 180, 1200 AD: Charlemagne's Catapult (5.00) vs Suryavarman II'sScout (1.25)
Turn 180, 1200 AD: Combat Odds: 100.0%
Turn 180, 1200 AD: (River Attack: +25%)
Turn 180, 1200 AD: Suryavarman II's Scout is hit for 37 (63/100HP)
Turn 180, 1200 AD: Suryavarman II's Scout is hit for 37 (26/100HP)

Turn 181, 1210 AD: Suryavarman II's Trebuchet (4.00) vs Boudica'sLongbowman (4.00)
Turn 181, 1210 AD: Combat Odds: 56.8%
Turn 181, 1210 AD: (Fortify: +25%)
Turn 181, 1210 AD: (City Defense: +45%)
Turn 181, 1210 AD: (City Attack: -120%)
Turn 181, 1210 AD: Suryavarman II's Trebuchet is hit for 20 (80/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 20 (80/100HP)
Turn 181, 1210 AD: Suryavarman II's Trebuchet is hit for 20 (60/100HP)
Turn 181, 1210 AD: Suryavarman II's Trebuchet is hit for 20 (40/100HP)
Turn 181, 1210 AD: Suryavarman II's Trebuchet is hit for 20 (20/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 20 (60/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 20 (40/100HP)
Turn 181, 1210 AD: Suryavarman II's Trebuchet is hit for 20 (0/100HP)
Turn 181, 1210 AD: Boudica's Longbowman has defeated Suryavarman II's Trebuchet!
Turn 181, 1210 AD: Erwin Rommel (Great General) has been born in Tolosa (Boudica)!
Turn 181, 1210 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sGallic Warrior (8.00)
Turn 181, 1210 AD: Combat Odds: 97.1%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (Extra Combat: +20%)
Turn 181, 1210 AD: (Fortify: +25%)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 15 (85/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 15 (70/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 15 (55/100HP)
Turn 181, 1210 AD: Boudica's Gallic Warrior is hit for 26 (66/100HP)
Turn 181, 1210 AD: Boudica's Gallic Warrior is hit for 26 (40/100HP)
Turn 181, 1210 AD: Boudica's Gallic Warrior is hit for 26 (14/100HP)
Turn 181, 1210 AD: Boudica's Gallic Warrior is hit for 26 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier has defeated Boudica's Gallic Warrior!
Turn 181, 1210 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sLongbowman (6.90)
Turn 181, 1210 AD: Combat Odds: 99.3%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (City Defense: +25%)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (86/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 28 (64/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 28 (36/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 28 (8/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 28 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier has defeated Boudica's Longbowman!
Turn 181, 1210 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sGallic Warrior (6.62)
Turn 181, 1210 AD: Combat Odds: 99.4%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (Extra Combat: +20%)
Turn 181, 1210 AD: Boudica's Gallic Warrior is hit for 28 (64/100HP)
Turn 181, 1210 AD: Boudica's Gallic Warrior is hit for 28 (36/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (86/100HP)
Turn 181, 1210 AD: Boudica's Gallic Warrior is hit for 28 (8/100HP)
Turn 181, 1210 AD: Boudica's Gallic Warrior is hit for 28 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier has defeated Boudica's Gallic Warrior!
Turn 181, 1210 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sCatapult (7.50)
Turn 181, 1210 AD: Combat Odds: 99.0%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (Amphibious Attack: +50%)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (86/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (72/100HP)
Turn 181, 1210 AD: Boudica's Catapult is hit for 27 (73/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (58/100HP)
Turn 181, 1210 AD: Boudica's Catapult is hit for 27 (46/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (44/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (30/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (16/100HP)
Turn 181, 1210 AD: Boudica's Catapult is hit for 27 (19/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (2/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (0/100HP)
Turn 181, 1210 AD: Boudica's Catapult has defeated Suryavarman II's Cuirassier!
Turn 181, 1210 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sLongbowman (4.08)
Turn 181, 1210 AD: Combat Odds: 100.0%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (Fortify: +25%)
Turn 181, 1210 AD: (City Defense: +45%)
Turn 181, 1210 AD: Suryavarman II's Cuirassier is hit for 14 (86/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 28 (12/100HP)
Turn 181, 1210 AD: Boudica's Longbowman is hit for 28 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier has defeated Boudica's Longbowman!
Turn 181, 1210 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sCatapult (1.42)
Turn 181, 1210 AD: Combat Odds: 100.0%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (Amphibious Attack: +50%)
Turn 181, 1210 AD: Boudica's Catapult is hit for 34 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier has defeated Boudica's Catapult!
Turn 181, 1210 AD: You have captured Gergovia!!!
Turn 181, 1210 AD: Suryavarman II's Cuirassier (13.24) vs Charlemagne'sCatapult (4.00)
Turn 181, 1210 AD: Combat Odds: 100.0%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (Combat: -25%)
Turn 181, 1210 AD: Charlemagne's Catapult is hit for 35 (65/100HP)
Turn 181, 1210 AD: Charlemagne's Catapult is hit for 35 (30/100HP)
Turn 181, 1210 AD: Charlemagne's Catapult is hit for 35 (0/100HP)
Turn 181, 1210 AD: Suryavarman II's Cuirassier has defeated Charlemagne's Catapult!
Turn 181, 1210 AD: The borders of X-ville have expanded!
Turn 181, 1210 AD: Horseville celebrates "We Love the Prime Minister Day"!!!
Turn 181, 1210 AD: Charlemagne's Maceman (8.80) vs Suryavarman II'sScout (0.83)
Turn 181, 1210 AD: Combat Odds: 100.0%
Turn 181, 1210 AD: (Extra Combat: -10%)
Turn 181, 1210 AD: (Extra Combat: +10%)
Turn 181, 1210 AD: (Plot Defense: +25%)
Turn 181, 1210 AD: Suryavarman II's Scout is hit for 45 (17/100HP)
Turn 181, 1210 AD: Suryavarman II's Scout is hit for 45 (0/100HP)
Turn 181, 1210 AD: Charlemagne's Maceman has defeated Suryavarman II's Scout!
Turn 181, 1210 AD: The Portuguese hereditary dynasty has died out. A new faction has claimed the throne and is off to a roaringly successful start.

Turn 182, 1220 AD: You have discovered Electricity!
Turn 182, 1220 AD: The borders of Lagos have expanded!
Turn 182, 1220 AD: The borders of Évora have expanded!
Turn 182, 1220 AD: Boudica's Crossbowman (4.80) vs Suryavarman II'sCuirassier (12.38)
Turn 182, 1220 AD: Combat Odds: 0.1%
Turn 182, 1220 AD: (Extra Combat: +20%)
Turn 182, 1220 AD: Boudica's Crossbowman is hit for 30 (50/100HP)
Turn 182, 1220 AD: Boudica's Crossbowman is hit for 30 (20/100HP)
Turn 182, 1220 AD: Suryavarman II's Cuirassier is hit for 12 (74/100HP)
Turn 182, 1220 AD: Suryavarman II's Cuirassier is hit for 12 (62/100HP)
Turn 182, 1220 AD: Suryavarman II's Cuirassier is hit for 12 (50/100HP)
Turn 182, 1220 AD: Suryavarman II's Cuirassier is hit for 12 (38/100HP)
Turn 182, 1220 AD: Boudica's Crossbowman is hit for 30 (0/100HP)
Turn 182, 1220 AD: Suryavarman II's Cuirassier has defeated Boudica's Crossbowman!

Turn 183, 1230 AD: The enemy has been spotted near Gergovia!
Turn 183, 1230 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sMaceman (9.60)
Turn 183, 1230 AD: Combat Odds: 90.1%
Turn 183, 1230 AD: (Extra Combat: -20%)
Turn 183, 1230 AD: (Extra Combat: +20%)
Turn 183, 1230 AD: Suryavarman II's Cuirassier is hit for 16 (84/100HP)
Turn 183, 1230 AD: Suryavarman II's Cuirassier is hit for 16 (68/100HP)
Turn 183, 1230 AD: Suryavarman II's Cuirassier is hit for 16 (52/100HP)
Turn 183, 1230 AD: Suryavarman II's Cuirassier is hit for 16 (36/100HP)
Turn 183, 1230 AD: Boudica's Maceman is hit for 24 (76/100HP)
Turn 183, 1230 AD: Boudica's Maceman is hit for 24 (52/100HP)
Turn 183, 1230 AD: Boudica's Maceman is hit for 24 (28/100HP)
Turn 183, 1230 AD: Suryavarman II's Cuirassier is hit for 16 (20/100HP)
Turn 183, 1230 AD: Boudica's Maceman is hit for 24 (4/100HP)
Turn 183, 1230 AD: Suryavarman II's Cuirassier is hit for 16 (4/100HP)
Turn 183, 1230 AD: Boudica's Maceman is hit for 24 (0/100HP)
Turn 183, 1230 AD: Suryavarman II's Cuirassier has defeated Boudica's Maceman!
Turn 183, 1230 AD: Your Cuirassier has destroyed a Maceman!
Turn 183, 1230 AD: Your Airship has attacked an enemy Longbowman! (-17% Damage)
Turn 183, 1230 AD: Your Airship has attacked an enemy Longbowman! (-18% Damage)
Turn 183, 1230 AD: Your Airship has attacked an enemy Longbowman! (-18% Damage)
Turn 183, 1230 AD: Your Airship has attacked an enemy Longbowman! (-18% Damage)
Turn 183, 1230 AD: Your Cuirassier has destroyed a Worker!
Turn 183, 1230 AD: You have captured a Worker
Turn 183, 1230 AD: Your Frigate has reduced the defenses of Bibracte to 44%!
Turn 183, 1230 AD: Clearing a Forest has created 30 ? for Furville.
Turn 183, 1230 AD: Clearing a Forest has created 30 ? for Braga.
Turn 183, 1230 AD: Clearing a Forest has created 30 ? for Braga.
Turn 183, 1230 AD: Suryavarman II's Golden Age has begun!!!
Turn 183, 1230 AD: Suryavarman II has completed The Taj Mahal!
Turn 183, 1230 AD: Lisbon has grown to size 8
Turn 183, 1230 AD: Guimarães has grown to size 5

Turn 184, 1240 AD: Your Trebuchet has reduced the defenses of Bibracte to 32%!
Turn 184, 1240 AD: Your Trebuchet has reduced the defenses of Bibracte to 20%!
Turn 184, 1240 AD: Your Airship has attacked an enemy Longbowman! (-17% Damage)
Turn 184, 1240 AD: Your Airship has attacked an enemy Longbowman! (-18% Damage)
Turn 184, 1240 AD: Your Airship has attacked an enemy Axeman! (-20% Damage)
Turn 184, 1240 AD: Your Frigate has reduced the defenses of Bibracte to 12%!
Turn 184, 1240 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sLongbowman (11.80)
Turn 184, 1240 AD: Combat Odds: 83.4%
Turn 184, 1240 AD: (Extra Combat: -20%)
Turn 184, 1240 AD: (Plot Defense: +12%)
Turn 184, 1240 AD: (Fortify: +25%)
Turn 184, 1240 AD: (City Defense: +100%)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 21 (62/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier is hit for 19 (81/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier is hit for 19 (62/100HP)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 21 (41/100HP)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 21 (20/100HP)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 21 (0/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier has defeated Boudica's Longbowman!
Turn 184, 1240 AD: Your Cuirassier has destroyed a Longbowman!
Turn 184, 1240 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sMaceman (11.76)
Turn 184, 1240 AD: Combat Odds: 74.1%
Turn 184, 1240 AD: (Extra Combat: -20%)
Turn 184, 1240 AD: (Extra Combat: +10%)
Turn 184, 1240 AD: (Plot Defense: +12%)
Turn 184, 1240 AD: (Fortify: +25%)
Turn 184, 1240 AD: Boudica's Maceman is hit for 22 (78/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 22 (56/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 22 (34/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier is hit for 18 (82/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 22 (12/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier is hit for 18 (64/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier is hit for 18 (46/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 22 (0/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier has defeated Boudica's Maceman!
Turn 184, 1240 AD: Your Cuirassier has destroyed a Maceman!
Turn 184, 1240 AD: Suryavarman II's Cuirassier (14.40) vs Boudica'sLongbowman (10.92)
Turn 184, 1240 AD: Combat Odds: 77.7%
Turn 184, 1240 AD: (Extra Combat: -20%)
Turn 184, 1240 AD: (Plot Defense: +12%)
Turn 184, 1240 AD: (Fortify: +25%)
Turn 184, 1240 AD: (City Defense: +45%)
Turn 184, 1240 AD: Suryavarman II's Cuirassier is hit for 17 (83/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier is hit for 17 (66/100HP)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 22 (78/100HP)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 22 (56/100HP)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 22 (34/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier is hit for 17 (49/100HP)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 22 (12/100HP)
Turn 184, 1240 AD: Boudica's Longbowman is hit for 22 (0/100HP)
Turn 184, 1240 AD: Suryavarman II's Cuirassier has defeated Boudica's Longbowman!
Turn 184, 1240 AD: Your Cuirassier has destroyed a Longbowman!
Turn 184, 1240 AD: Suryavarman II's Crossbowman (6.00) vs Boudica'sMaceman (6.77)
Turn 184, 1240 AD: Combat Odds: 36.2%
Turn 184, 1240 AD: (Extra Combat: +20%)
Turn 184, 1240 AD: (Plot Defense: +12%)
Turn 184, 1240 AD: (Combat: -50%)
Turn 184, 1240 AD: Boudica's Maceman is hit for 18 (82/100HP)
Turn 184, 1240 AD: Suryavarman II's Crossbowman is hit for 21 (79/100HP)
Turn 184, 1240 AD: Suryavarman II's Crossbowman is hit for 21 (58/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 18 (64/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 18 (46/100HP)
Turn 184, 1240 AD: Suryavarman II's Crossbowman is hit for 21 (37/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 18 (28/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 18 (10/100HP)
Turn 184, 1240 AD: Boudica's Maceman is hit for 18 (0/100HP)
Turn 184, 1240 AD: Suryavarman II's Crossbowman has defeated Boudica's Maceman!
Turn 184, 1240 AD: Your Crossbowman has destroyed a Maceman!
Turn 184, 1240 AD: You have captured Bibracte!!!
Turn 184, 1240 AD: Your Catapult has reduced the defenses of Nuremberg to 98%!
Turn 184, 1240 AD: Your Trebuchet has reduced the defenses of Nuremberg to 92%!
Turn 184, 1240 AD: New Tech(s) to trade: Boudica
Turn 184, 1240 AD: Boudica has 8 gold per turn available for trade
Turn 184, 1240 AD: Charlemagne has 4 gold per turn available for trade
Turn 184, 1240 AD: Gandhi has 130 gold available for trade
Turn 184, 1240 AD: You have made peace with Boudica!
Turn 184, 1240 AD: You have made peace with Charlemagne!
Turn 184, 1240 AD: Joao II has made peace with Charlemagne!
Turn 184, 1240 AD: Joao II has made peace with Boudica!
Turn 184, 1240 AD: Suryavarman II is the first to discover Liberalism!
Turn 184, 1240 AD: You have discovered Liberalism!
Turn 184, 1240 AD: Jute will grow to size 10 on the next turn
Turn 184, 1240 AD: Guimarães will grow to size 6 on the next turn
Turn 184, 1240 AD: Augustus Caesar has completed Angkor Wat!

Turn 185, 1250 AD: You have discovered Radio!
Turn 185, 1250 AD: Clearing a Forest has created 30 ? for Lagos.
 
:goodjob: Nice work Shannon. :salute:

We have a foothold in Celtia as we prepare to take some more wonders! :cheers:

Roster:
rrau - UP
Cactus Pete - On Deck
leif
ShannonCT
- just played!

Mad Professor - Checking in and wishing for Delhi. :mischief:
Frederiksberg - Keeping us on the straight and narrow. :goodjob:
Jimmy Thunder - On Sabbatical :health:
Gator - Still there? :scan:
Killercane - Retired. :coffee:

Curves are looking good, but hard to tell what is going on in this crazy game... :D
 
Did look at the save, but by the time I could post, play completed. Well done.

Seems we had an intelligence failure. Where were all those cats garrisoned?

"The three Celtic cities north of Gergovia and Bibracte are all 4 tiles away from Gergovia or Bibracte. Boudica knows Engineering, so her units get 3 moves on roads. If she returns her stack to one of those three cities, and then moves them back towards Gergovia or Bibracte after we declare war, she'll be a sitting duck. Our airships can run recon missions during the two turns of cease fire to keep tabs on the stack. If the stack moves back to Camul, we can unlaod all units at Gergovia. If she moves her stack to where she could reach Gergovia or Bibracte in two turns, we can keep three galleons full of Cuirs at sea on the turn we delcare and then offload them on the turn we wish to attack the stack." This is what I was concerned about when I looked at the save. We can't break the cease fire if the stack is 3 tiles from our city, because then we couldn't attack, but Boudica could IBT with devastating effect from those 11 cats.

What are the chances of the HRE obtaining Guilds and upgrading those HAs to knights? We need to recon that before we attack, because they could take out our wounded units after we attack Boudica's stack. We'd want to have an excess of forces before we declare again. In any event, knights are going to make holding cities a bit tricky. Often pillaging roads will limit the AIs counterattack options.

What about moving our eastern stack towards the Celtic capital?

What are the plans for the two galleons east of the war zone?
 
Seems we had an intelligence failure. Where were all those cats garrisoned?

They must have been in one of the cities Boudica captured from Charlemagne before vassalizing him.

This is what I was concerned about when I looked at the save. We can't break the cease fire if the stack is 3 tiles from our city, because then we couldn't attack, but Boudica could IBT with devastating effect from those 11 cats.

I hope we can stop and discuss the situation on Turn 186 when the stack has moved again.

What are the chances of the HRE obtaining Guilds and upgrading those HAs to knights? We need to recon that before we attack, because they could take out our wounded units after we attack Boudica's stack. We'd want to have an excess of forces before we declare again. In any event, knights are going to make holding cities a bit tricky. Often pillaging roads will limit the AIs counterattack options.

Charlemagne's iron was pillaged as of last turn, and he shouldn't have time to hook it before we attack Nuremburg again. Unless he can trade for iron, he can't get knights.

What are the plans for the two galleons east of the war zone?

Their immediate goal was going to be chaining a GM to Delhi if a GM is born in Ulundi.
 
They must have been in one of the cities Boudica captured from Charlemagne before vassalizing him. Got to check out those rascally vassals.

I hope we can stop and discuss the situation on Turn 186 when the stack has moved again. Yes, with an interim save. It's a tricky and critical situation.

Charlemagne's iron was pillaged as of last turn, and he shouldn't have time to hook it before we attack Nuremburg again. Unless he can trade for iron, he can't get knights. Excellent. Know it was in the plan, but missed it in the thread. Presume this is why we are attacking Nuremburg before the capital.

Their immediate goal was going to be chaining a GM to Delhi if a GM is born in Ulundi.
That's good use. Perhaps after that they can be used to transport our troops to coastal cities.
 
OK, we are in a golden age for 11 more turns. Since no one else is in danger of getting broadway or Rock and roll, I won't start building during the GA as I want to pump out units for war right now. I will start Cristo though as it will help in eliminating future anarchy will civ changes.

We get communism in 2 turns, so will take advantage of GA and change civs without anarcy.

Gov: Stay in Representation or switch to Universal Sufferage?
Legal: Switch to Free speech? Or say in Bureaucracy?
Labor: Stay in Caste System
Economy: Change to State Property
Religion: Stay in Pacifism for GP or change to Or for wonders or to Theocracy for promotions?

Individual city plans:

Xville: cuirassers
Ivoryville: Trebs
Pigville: Hermitage > trebs
Canalville: Frigates
Ulundi: Angkor Wat (GP due in 2 75% chance of GM)
Stoneville: Longbow > wealth
Horseville: cuirassers
Marbleville: Wealth (continue running merchants)
Furville: Theatre > Christo Redentor
Jute: cuirassers
Braga: Eiffel tower
Oporta: University of Sankore
Coimbra: granary > worker
Lisbon: forge > worker
Lago: Frigate > worker
Guimaraes: airship > worker
Evora: worker > harbor
Gergovra: anarchy > airship
Bibracte: anarchy > airship

Move the 2 galleons with cuirassers by Gergovra and Bibracte to a place where they can unload in either city and keep horses on ship for now.

I'm a bit confused about the chaining. I see 3 ships that could chain, but not a ship that could start the chain. I may move the chain back so there's a ship at the shoreline. (the one there is too far to reach the chain and is loaded with cuirassers- should it go directly to unload them in Gergovra or Bibracte or try to get it worked into the chain?)

[edit] After communism workers will finish prebuilt workshops.
 
We get communism in 2 turns, so will take advantage of GA and change civs without anarcy.

Gov: Stay in Representation or switch to Universal Sufferage?
Legal: Switch to Free speech? Or say in Bureaucracy?
Labor: Stay in Caste System
Economy: Change to State Property
Religion: Stay in Pacifism for GP or change to Or for wonders or to Theocracy for promotions?
Looking at the civics, I am inclined to say that we should consider Universal Suffrage for Gold Rushing, Vassalage for unit promotion and the 24 free units, stay with Caste, State Property for nearly every reason :thumbsup:, and Organize Religion for the 25% bonus and the ability to build some Confucian Missionaries to pump up Joao's old cities, perhaps?


Some things to consider? In two turns we need to get Kremlin started! :)

Xville: cuirassers - Yes
Ivoryville: Trebs - Yes
Pigville: Hermitage > trebs - It has no Barracks or Stable, perhaps Airships, Frigates or a Wonder?
Canalville: Frigates - OK
Ulundi: Angkor Wat (GP due in 2 75% chance of GM) - Yes
Stoneville: Longbow > wealth - perhaps Airships until West Point can be built?
Horseville: cuirassers - OK
Marbleville: Wealth (continue running merchants) - Agree
Furville: Theatre > Christo Redentor - Looks good
Jute: cuirassers - Yes
Braga: Eiffel tower - Yes
Oporta: University of Sankore - Yes
Coimbra: granary > worker - OK
Lisbon: forge > worker - Should probably build a wonder here, say Kremlin or Broadway? Although it has a Military Instructor.
Lago: Frigate > worker - OK
Guimaraes: airship > worker - Airship or wonder? It is very hammer rich but needs worker effort and growth! Priority?
Evora: worker > harbor - Another Worker?
Gergovra: anarchy > airship - OK
Bibracte: anarchy > airship - OK



[edit] After communism workers will finish prebuilt workshops.
We still have Mass Media to research. Then it is through Biology to Refrigeration.
 
Gov: Stay in Representation or switch to Universal Sufferage?
Legal: Switch to Free speech? Or say in Bureaucracy?
Labor: Stay in Caste System
Economy: Change to State Property
Religion: Stay in Pacifism for GP or change to Or for wonders or to Theocracy for promotions?

We can wait to adopt US until the last turn. There's not much reason to cash rush anything now.
I like Bureaucracy over Free Speech, especially with X-ville's towns being changed to workshops soon.
Once we have Cristo, we may want to make periodic switches to Slavery to whip captured cities. But we still need Caste until Marbleville's GM is born.
I think you can change from Pacifism to OR when Marble has enough GPPs to get a GM without Pacifism in time to extend the golden age. Pacifism's cost is going to continue to escalate as we build more units.

Move the 2 galleons with cuirassers by Gergovra and Bibracte to a place where they can unload in either city and keep horses on ship for now.

And I expect we will want to unload them in Bibracte next turn. It looks like Boudica's stack is heading for Tolosa. If so, it will end next turn 1N of Bibracte. This would be the perfect spot for us to attack. The 6 Cuirs on galleons can unload and attack on the same turn. There will be 3 more Cuirs that are mostly healed and should be successful against the GWs and axes. The 3 Cuirs in the galleon near Marbleville can be chained all the way to Bibracte next turn and unload. Although they wont be able to attack, they can defend.

I'm a bit confused about the chaining. I see 3 ships that could chain, but not a ship that could start the chain. I may move the chain back so there's a ship at the shoreline. (the one there is too far to reach the chain and is loaded with cuirassers- should it go directly to unload them in Gergovra or Bibracte or try to get it worked into the chain?)

The chain is currently set up so that the galleon next to Marbleville can get most of the way to Bibracte next turn, but if you use the two empty stacked galleons near Gergovia (with 5 movement points left), you can get all the way to Bibracte. In fact, you can move the second and third links in the chain closer to Marbleville so that the first link (near Marbleville) can get back to our home shore sooner and pick up the three waiting units. I can diagram it if it's not clear.

After communism workers will finish prebuilt workshops.

Might be good to grab Guilds after Communism as well so we get full value for our workshops. It only takes 1 turn now.

After that, I'm thinking about Steel. Steel adds another possible wonder that would go very well in Ulundi or X-ville (Ironworks) and gives us a more powerful seige unit. I'm starting to see a lot of walls and castles, and cannons will ignore these when bombarding.

I'm thinking that acheiving Domination/Conquest is going to be the bottleneck. The way to ensure that this bottleneck doesn't lower our wonders/turn score is to research techs like Steel, Democracy, and Medicine before Refrigeration. While our main military cities continue building units, our wonder cities build these additional wonders. As long as we can research a tech in 4-5 turns, it wont reduce E(t)/t.
 
"Some things to consider? In two turns we need to get Kremlin started!" Don't we need a 5-promotion unit for that? Why do we need to start in 2 turns?

We can wait to adopt US until the last turn. There's not much reason to cash rush anything now. Concur.
I like Bureaucracy over Free Speech, especially with X-ville's towns being changed to workshops soon. Yes, the question is whether/when Vassallage is better than Beaur'y.
Once we have Cristo, we may want to make periodic switches to Slavery to whip captured cities. Yes, we need to put that tactic to good use.But we still need Caste until Marbleville's GM is born. Concur.
I think you can change from Pacifism to OR when Marble has enough GPPs to get a GM without Pacifism in time to extend the golden age. That's just how I see it, but we may need to be cautious that ww does not take a merchant specialist out of play.Pacifism's cost is going to continue to escalate as we build more units.

And I expect we will want to unload them in Bibracte next turn. It looks like Boudica's stack is heading for Tolosa. If so, it will end next turn 1N of Bibracte. This would be the perfect spot for us to attack. Hope that happens.

The chain is currently set up so that the galleon next to Marbleville can get most of the way to Bibracte next turn, but if you use the two empty stacked galleons near Gergovia (with 5 movement points left), you can get all the way to Bibracte. In fact, you can move the second and third links in the chain closer to Marbleville so that the first link (near Marbleville) can get back to our home shore sooner and pick up the three waiting units. I can diagram it if it's not clear. Getting reinforcements in play ASAP should be a priority.

Might be good to grab Guilds after Communism as well so we get full value for our workshops. It only takes 1 turn now. Concur. We've got a growing number of workshops.

After that, I'm thinking about Steel. Steel adds another possible wonder that would go very well in Ulundi or X-ville (Ironworks) and gives us a more powerful seige unit. I'm starting to see a lot of walls and castles, and cannons will ignore these when bombarding. I like cannons here too, and upgrading some to CR3 is one possible use of a GG. Are we safe to research Steel before Liberalism?

I'm thinking that acheiving Domination/Conquest is going to be the bottleneck. Concur. The way to ensure that this bottleneck doesn't lower our wonders/turn score is to research techs like Steel, Democracy, and Medicine before Refrigeration. While our main military cities continue building units, our wonder cities build these additional wonders. As long as we can research a tech in 4-5 turns, it wont reduce E(t)/t.

Speaking of wonders, what do we want to build right now in Ulundi? Do we want to save it for an extremely expensive one, or should we go theater, Globe, and what will then fit within a time frame?

We're going to get another GG soon. Thoughts on how he would be best used . . .
 
The chain is currently set up so that the galleon next to Marbleville can get most of the way to Bibracte next turn, but if you use the two empty stacked galleons near Gergovia (with 5 movement points left), you can get all the way to Bibracte. In fact, you can move the second and third links in the chain closer to Marbleville so that the first link (near Marbleville) can get back to our home shore sooner and pick up the three waiting units. I can diagram it if it's not clear.

Please......I just don't see how the galleon near Marbleville can link up in one turn......Unless I use some of the unused movement points to move them this turn.

Put the Kremlin in Guimares after airship instead of worker?

Pigville is very hammer poor. It would need a cheap wonder and I don't see any at this time.
 
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