SGOTM 10 - Maple Sporks

IW adds two unhealth that'd bring it currently to the health cap. Again, Sushi will make that irrelevant, if we'd just go over the health cap a bit.

A small omission on my part was that we first have to research steam power and bring coal online for the full +100% hammers for IW. Steam power could be put in somewhere down the line, it's only a 5 turn tech at current rates, we'll need it anyway and we might be able to trade for it.

But still, main point for IW in Smolensk is that I see no other candidate for IW, St Pete will indeed take many turns to capture, then to grow and to recover from its nuke attack. ;)

A quicker Manhattan is basically a side effect, in any other city it will take nearly 40 turns to build anyway.

@Norvin, there seem to be workers sleeping in Novgo and Moscow, please get them to work immediately!
Other thing, maybe get the sugar from Roosey for our cows, instead of the 3gpt.
 
1850 a.d.

Put into place everyone’s ideas. Moscow GP in 2 turns. Library for Orenburg instead of wb. Cancel cow for cash and get cow for sugar with Roosevelt. Wake workers and start ws in Smolensk and farms/ws in Yek. Send Pluto’s Chariot to retrieve 2 workers inYakutsk.

1851 a.d.

Novgorod wb>cannon. WB to Orenburg. Yek jail>cannon. Orenburg will produce its library in 24 turns with an engineer hired. Draft a rifle in Vlad.

1852 a.d.

I’ll save you the suspense and tell you we got a GS. Bulbed 2 turns off fission cutting it down to 7. Set Moscow back up to grow and hired merchants. Yaro drafted a rifle after completing the Globe Theatre and will finish the frigate in 6.

1853 a.d.

A quiet turn.

1854 a.d.

Moscow CH>market. Yak frigate>frigate. Our spy had built up the 50% stationary bonus in St. Pete so she tried and failed at spreading our culture. Trade Mao an extra crab for 5 gpt.

1855 a.d.

More quiet.

1856 a.d.

Our western neighbors arrives with a demand. As our power is doing pretty well and because I’m still smarting over St. Pete he gets the boot.
We have small problem with our workshop plan. I’m only able to build them when the tile is adjacent to a river. So the two tiles south of Yek are not workshoppable. Of course, I discovered that after chopping down one forest.

1857 a.d.

Hmm, what to do with all our workers now that we need to re-think our plan. I’m roading near St. Pete and then sending them to Novgorod. A rifle hops off of Pluto and snags 2 more. Trade our extra furs to Rosey for 4 gpt.

1858 a.d.

Not much. Fission due next turn.

1859 a.d.

Fission arrives. On the IBT our rifle who stole another worker got ambushed. He survived one attack but not the second.

Sorry for the lack of pictures. I didn’t get to play until later than I had thought so I didn’t want to hold things up.

http://gotm.civfanatics.net/saves/civ4sgotm10/Maple_Sporks_SG010_AD1859_01.CivBeyondSwordSave
 
Good turns, sounds like. Losing a (drafted?) Rifle for two Workers is a fair deal as far as I'm concerned. Any more excursions will require pairs, I think.

Shame about the Tundra. Odd, but I guess now we know.

By the way, I see that we have Corporation. Did you tech that, or trade for it?

We can get Artillery in 6 turns, or Medicine in 7. Let's do Medicine. We're almost sure to get a Great Merchant this time (6 turns), so no reason to have him standing around longer than necessary.

What about the Iron Works/Manhattan? We don't have Iron Works (would take quite some time to build) and Manhattan will eat up many turns. What about Medicine < Steam Power. Unfortunately, we didn't build near many rivers, but Smolensk can get a Levee worth 7-8 (base) hammers, 8-10 modified. If we go for Assembly Line, we can start some valuable factories.

I'll let you guys chime in on best tech path. Honestly, I think Medicine < Steam Power< Assembly Line and here's why: Nukes, Wonders, Units, whatever, are going to costing a lot of hammers now. We need an Industrial economy to put these out. It might actually be better to get that Infrastructure in place first, then go ahead with Artillery and Rocketry. We can then easily build coal or nuclear power plants (what's the risk of a nuclear meltdown? I don't think I've ever build Nuke plants). If the risk isn't high, I'd build nuclear plants to preserve precious health points.

So, ultimately being able to add +50% to production in key towns should be worth the diversion, me thinks. Perhaps Artillery before Steam Power if we think we need those big guns, but Cannons should do for now.

So, basically, build our Factories while we tech Artillery and Rocketry, so by the time those are done, we'll have the hammer capacity to actually build the nukes, rather than having to backtrack to tech Assembly Line, etc.

Deals: Sell Churchill Fish for 6 gpt?

And building Factories earlier is better, because it'll take many turns to get them built up. Anyway, I think we're on the right track, so let's keep it goin'! Ha ha! Sengir, can you still take it tomorrow evening?

We're actually doing pretty well on the charts! Aside from culture . . . *weeps* We're now near the front of the pack in terms of turns completed, and we have a respectable score (dunno what X-team is doing, but their score is crazy!). If we can actually pull off a conquest victory by the cut-off date, we might actually place!

Power-wise, we're OK, but I'm trying to figure out how to interpret Misfits sharp rise. Do they have nukes already? Or are they just rapidly building up their army? Our power is rising, but not as sharply (and we're churning out units from our Heroic Epic), so I suspect they might be onto something . . . but I'll have to wait until the threads are open to see.
 
Looks like a solid set, Norvin. And I'm sure your happier with the outcome of this set than of the last one you played. :p:D

Can't look at the save until this evening, so take the following with a grain of salt.

If we start on Manhattan now in any of our cities, I think it will take at least roughly 35 turns (2025/2/30). Don't know if we started on IW, but if my yesterday's calculations are not too far off, Smolensk could build IW+Manhattan also in some 35 turns. So in either case, we have 35 turns until we could build nukes. Therefore, rocketry need not be finished until Manhattan is built, so after 35 turns.

The techs we're looking for cost the following with an estimate of the turns it takes to complete them at current tech level. This might actually go faster through Sushi and through organic growth:

Medicine 4500 beakers 7 turns
Artillery 4000 beakers 6 turns
Rocketry 5000 beakers 8 turns
Steam 3200 beakers 5 turns
AssLine 5000 beakers 8 turns

These five techs cost us 34 turns, so probably within the time to finish Manhattan. Given this, I totally agree with Whosit about the tech path: Medicine->Steam->AssLine->Artillery->Rocketry. Steam and AssLine are indeed great for our industrial base. Coal + faster workers + levees + factories + plants + infantry! :drool: And the ever useful ironclad. :mischief: So better get these 2 techs before continuing to rocketry.
 
Ok, so techpath will be:
Medicine->Steam->AssLine->Artillery->Rocketry

Cities:
Moscow: Market > Sid's executives > Guilds
Orenburg: Lib > Courthouse
Novgorod: Units (ships)
Rostov: Units (spies)
Yaroslavl': Units (cannons) + draft
Yekaterinburg: Units (cannons, rifles)
Yakutsk: Frigate > Uni > Obs
Vlad: Uni > Obs
Smolensk: IW > Manhattan? or simply Manhattan. It should start on one of those right away, and get some massive worker attention, as well as be the second to recieve Sid's sushi.

Where are we going to HQ Sid's? In the capital, seeing that it is unlikely that we will get enough banks for Wall Street. Or in Novgorod, just in case we might get it? I'd personally dump it in Moscow and be done with it.

Planning to play tonight or tomorrow morning.
 
Builds look fine.

For Smolensk, I guess build IW first if you think the added hammers will even out the time it takes to build the Manhattan Project second. And I'd just put the HQ in Moscow since it will at least have 100% gold multipliers. Eventually. A Wall Street city would be ideal, but it would probably be more trouble than it's worth for our purposes.
 
If we have coal, IW first is definitely faster. If we don't have coal, maybe not. In that sense it's a bit of a gamble, though this being a custom made map, I'd be highly surprised if they hadn't given us coal somewhere... But still, if we workshop Smolensk all over after Sushi, going IW first still pays off enough I think to make IW first the most optimal choice.

Just curious, what kind of boats are we going to build in Novgo? Frigates, galleons? Real good boats won't come around till combustion.

Sid's HQ, if everybody votes Moscow I'll follow suit, but depriving ourselves from WS beforehand in HQ city seems, well, suboptimal. :)
 
How many banks do we currently have? I mean, if you think we can get 6 built in a reasonable amount of time, then I might change my mind. I suppose it WOULD be better long-term planning to put the HQ in a potential Wall Street city.
 
We can also put it in Novgo. It has the hammers to build some executives and the other multipliers. (and it would mean one less useless bank).

We need 5 banks in total, Moscow has one allready, Novgorod needs one if it is going to get the HQ, Yaroslavl can build one in 16t (instead of the Frigate which will not see too much use and is being build without a drydock), Yekaterinburg in 9t after the cannon. The last one can be build in either Yakutsk or Rostov (18 vs 25 turns, I'd go for Rostov, as Yakutsk still needs a Uni and Obs). Won't matter too much as Novgorod will have enough to build anyway for some time to come.
 
Had a look at the save. IMO too bad we haven't started on IW earlier. :/ Those workers in Novgo can workshop the plain tile with the lumbermill SE of Smolensk immediately. Chopping that forest also gives some hammers... Smolensk should indeed be first to get Sushi and then at least 3 grass farms can be workshopped.
Don't forget to build a WB for the crab south of Rostov btw.

If Novgo is to be the Sushi place, please hire an engineer to get that bank and the executives faster. Maybe same for Moscow if we found it there. If we accidently pop a GE later it will be very useful for Manhattan. :D Also if we found in Moscow we may want to work some forests for a while to build those executives faster. I'll leave the decision where to found Sushi to you Sengir, I'm fine either way.

On another note, emancipation unhappiness is starting to build up. It's no problem yet, but we'll have to take it into consideration. We may not be able to run caste forever... :cry::)
 
Nice turns Norvin...too bad we didn't score a merchant but no big deal.

I'll try to make comments that people haven't already made but I doubt I will succeed.

Moscow should hire an engineer to shave a turn off of the market while keeping the next GP in 6.
The market is going to bring in 16 gpt per turn running 16 specs!

I personally don't care where we put Sids...I don't think it matters terribly.
Putting it in Moscow allows us to not waste hammers on banks that we won't use.
Putting it in Novo gains us 4 gpt per Sushi city but we would have to build a bank, grocer, Wall Street...not to mention executives.

I still like Moscow...mostly because it will allow us to spread Sushi to our cities faster. Moscow and Novo could pump out executives for all of our cities fairly quickly I think. Besides...if we run into financial difficulties we can have Moscow run merchant specs full time. Money problems solved!

Rostov can draft and don't forget a workboat for the crabs.

Yaro can draft too...a couple of times even.

Smolensk can go for the IW...make sure to offer protection to our workers in the area. Gandhi is too close for comfort there.

Don't forget to cancel/renegotiate all of our seafood trades when we found Sids.
Every resource is important!

Techpath seems sound.

Best of luck Sengir! Make us proud!
 
Something else...we may want to research Radio after we get to rocketry.
That way we can build subs to launch our nukes.

Tactical nukes have a lousy range and we would only be able to launch on St. Pete with them.
Delhi and Bombay are just too far away. But with subs we can pull up right nextdoor and...

WHAMMY!

Plus Subs would be way stronger than any naval unit Gandhi could build!

I just don't want to build any ICBMs if we can avoid it!
 
Hmm, good point about Radio. I take it you want to avoid ICBMs due to the cost? Fair enough, they are twice as expensive as Tactical Nukes (250 hammers vs. 500), so using subs to ferry our "cargo" around wouldn't be a bad idea.

I'd still want to keep some ICBMs on hand, just in case we have to nuke something but no subs are in range (thinking massive SoD).

I want to plan ahead a bit more, but I should probably wait until we actually have built the Manhattan Project and have teched Rocketry. Still, it might be wise to get 3-4 nukes and a couple of subs before we go after Gandhi. Finding the delicate line between "preparation" and "seizing the day" will be tricky insofar as choosing when to declare war.

After Radio, we should probably go for Ecology. Then Maybe tech on down to Combustion. If we can control the seas, we shouldn't have to worry about any of the AI goofballs invading our homeland.

Eeeenyway, I eagerly await Sengir's report. Regarding Sid's, I'll let you decide where to found it! We can discuss it up, down, left, or right, day or night, but who knows if we'll ever come to a consensus. So far as I can tell, putting it in Moscow (or wherever else for WS) are equally acceptable choices. Moscow let's us found and be done with it (and should get us x2 corp gold), somewhere else will require building up some infrastructure we might not otherwise build, eventually netting x3 corp gold. Option 2 is better in the long-run, but the costs may outweigh the benefits of just HQing in Moscow and being done with it.

So, yeah, flip a coin for all I care. :)

Edit: Not really relevant, just reposting so I don't have to dig as much for it later:

Roster:

-sturick:
-Whosit:
-Sengir: Up
-Sirloin: OUT
-Norvin_Green: Played (swapped)
-nocho: On Deck

Unless Norvin should actually switch places with Sengir?
 
Played 17 turns, not much happened, only stuff I did myself :D

Turn 0/172
Draf in Rostov and Yaroslavl'
Smolensk: fire a scientist to work a lumbermill, start IW (27t, Manhattan would take 44t, fastest Manhattan would be Yekaterinburg in 35t).
Start remodelling the landscape around Smolensk (I will have it run at -1 food untill it gets an executive, as it means I can add one more workshop).
Set Research to Medicine

Turn 1/173
Novgorod: Frigate > Grocer (I decide to put Sids HQ in Novgorod, it will be a lot better in the long run and Novgorod has more production then Moscow atm > faster executives.)

Turn 2/174
Nothing really

Turn 3/175
Rostov: Spy > Bank
Yekat: Cannon > WB
Draft Orenburg

Turn 4/176
DG cancels fish deal, meh, I was going to do the same in three
Yekat: WB > Bank

Turn 5/177
zzz

Turn 6/178
Moscow: Bank > Grocer
We get a GM :D, James Cook. I decide to let Moscow stay on merchants, we're going to need it (and then some probably).
I can trade for Demo, but decide that it can wait untill the next turnset.

Turn 7/179
Medicine is in, start Steampower
Sid's gets founded in Novgorod, grocer will be done in 1 turn, so executive-spam will start thereafter.
Reclaim traded resources from Mao & Roosy

Turn 8/180
Novg: Grocer > Sid exec

Turn 9/181
nothing...

Turn 10/182
Spy gets caught :(

Turn 11/183
Vlad: Uni > Obs

Turn 12/184
Yekat: Bank > Spy

Turn 13/185
Steampower in, start assembly line:
Bad news:
Spoiler :
maplesporks_3_badnews.jpg

Spoiler :
And good news :p
maplesporks_3_goodnews.jpg

Novg: Sid exec > Sid exec.
Smolensk gets Sushi and has its last farms switched over to workshops.

Turn 14/186
Yekat: Spy > Cannon

Turn 15/187
Orenburg: Lib > Courthouse

Turn 16/188
Yekat: Cannon > Cannon
Yakutsk: Uni > Obs

Turn 17/189
Kill a 'barbarian' Privateer near Orenburg (had a frigate on the fish).
Moscow: Wealth (should get Sushi next turn and can then switch to an Exec, Novgorod should start a bank > WS, other banks will be done in time).
Smolensk: IW > Manhattan (though it may be better to get the Levee first, will do some calculations shortly). Manhattan will take 17 turns now, combined with the 17 on IW, makes 34turns > good choice :D


Summary: Got Sushi in Novgorod, we are nearly through our cash (next GP in 4t will be a little late probably, so we're going to have to lower the slider for a couple of turns), got IW in Smolensk

Save:
http://gotm.civfanatics.net/saves/civ4sgotm10/Maple_Sporks_SG010_AD1876_01.CivBeyondSwordSave
 
Looks good! Glad the IW seems to have paid off! :p

Will delve into the save later today, but I guess next set will be plain sailing towards rocketry, after finishing assembly line while keeping up the infra and unit builds. Maybe we should keep Moscow permanently on merchants now, GMs will be more useful then GSs.

Got it for tomorrow or Saturday and will post something that resembles a plan after having looked at the save.

We're the first ones to reach 2000 points by the way! :goodjob: Totally irrelevant of course, but it still feels good! :D
 
My intentions for the cities:
Moscow: Build wealth for one turn, waiting for Sushi, then start spamming execs. Add as many merchants as possible (we're going to need them).
Orenburg: Finishing the Courthouse will be all it does for a while; as soon as AL is in (we'll get infantry, but it costs two pop). No need for Sid's Sushi
Novgorod: Finish exec, then start Bank > WS; assign scientists as it grows.
Rostov: Finish bank, (> factory) then build units; draft once every 15 turns. Low priority for Sushi
Yaroslavl': Finish bank, (> factory) then build units: draft every time the city works ocean tiles. High priority for Sushi (so that it can keep drafting even as it take two pop every time).
Yekat: Keep building units untill AL is in, then build factory > Coalplant, should get Sushi after Yaroslavl'; at that point drop the coastal tiles (the city doesn't need to grow really); switch the farm to a workshop. Sushi-food will be consumed by either unhealth or engineer specialists. Other options is to build some health/happy buildings (harbor+marketplace should do)
Yakutsk: Finish Obs, start factory or happy/health buildings. Low priority for Sushi
Vlad: Finish Obs, build happy/health buildings. Low priority for Sushi
Smolensk: Drop the seafood for an engineer; yes it'll shrink, but the engineer is way better then the seafood. Just reassign the seafood when it gets close to shrinking (or let it shrink, don't care really).
As for the levee: the levee will take three turns; afterwards Manhattan will take
2025/(53*(100%(base) + 100%(IW) + 100% (Uranium) + 25% (forge))) = 12t
However, Manhattan without Levee will take
2025/(53*(100%(base) + 100%(IW) + 100% (Uranium) + 25% (forge))) = 14t
That's not quite correct however as we will only have 50% IW bonus for this turn, and overflow should also be accounted for. Research is going to take more turns anyway, so it's probably better to get the levee done first. (no factory please, it won't speed it up by much).


Also: The coal doesn't have a route to it yet, so please do so ASAP. (and watch the unhealth roar)
 
Wow, we almost had 2 sources of Coal. :p

Very nice set, Sengir. We're moving along nicely if I do say so myself! I won't be able to look at the save until tonight . . . hopefully, but is Gandhi still in cranky mode? And about how much longer do we have on Assembly Line?

Yeah, looks good. You got the requisite Banks building . . . shame about the spy. I'm real glad that the Iron Works gambit paid off! Smolensk should do just fine. Does it already have Sid's, or is it a high priority? The food will be valuable, of course, but the culture should really help it fight Gandhi's culture!

Um, um, what else . . . oh! Power plants. Coal Plants are obviously cheaper, but we should consider if the unhealthiness is worth it in any given city. I've looked some stuff up on the Nuclear Plants, and it looks like a meltdown will eventually happen, but it should (usually) take awhile to happen are guaranteed to happen . . . . OK, maybe no Nuclear Plants. How sad. If this weren't a competitive SG, I'd still want to build them just to suit the theme.

We'll be getting Ecology fairly quickly, though, right? So at least we can build Recycling Centers for the cities that need them. Dunno. Chime in if you think this is an important factor.

Score wise, nice. Though, as far as winning, earliest Conquest puts you in the highest bracket, right? So, theoretically, the earliest date, even with a low score, would still get 1st place? Well, I don't think that we're rushing things, especially because the game is relatively quiet, but yeah! Let's keep up the pace! Good luck on your upcoming set, nocho!
 
Sengir just posted my plan! :D:goodjob:

We can sell astro for some cash to Churchill, will do so I think. He's not worst enemy of anyone. Eventually we'll have to get demo, but for now I don't see an attractive trade opportunity. Roosey is also worst enemy of both Mao and DG, maybe shouldn't piss them off unnecessarily.

Suggestions for where to go with the GM? Curiously Xian seems to be the biggest accesible overseas coastal city, but don't know if it may be too close. The quickest route to Paris is blocked as we have no OB with Churchy nor Gandhi.
 
Smolensk has Sid's allready; three more turns on AL.

The plants: I'd go for Coal plants (except for Moscow which doesn't have coal because of the NP). We can solve the unhealthiness with more food from Sushi untill the recycling centers come around.

About the GM:
Xian is to close, Delhi on the wrong landmass, London inaccessible, Paris to far away to get to (10t), Hurrian is size 13, but doesn't have a harbor, so Washington would be my choice (size 11, but with a harbor).
If you position the Galleon that is North of Moscow/North-East of Yaroslavl' at 1West of the Oil, then you can move the GM on it the turn it is born, move the ship to 2E of Orenburg, then second turn it can move to 1SE of New York, GM hops into NY, third turn it can move to Wash and throw his money into the air. That's the quickest/most profitable I can see.
 
I hope you don't mind, but I played my set already. The plan seemed pretty clear and if I hadn't played now wouldn't have had time until Sunday night probably. And I'm also up in a regular SG as well.

All would have gone perfectly according to plan, hadn't I pulled an instance of bad luck, that makes sturick's bad luck pale in comparison. ;) I got a GS in Moscow, a 1% chance because of the National Park. :cry::cry:

1876 (inherited turn) Trade astro to Churchill for 435 gold (he had more, so he was busy researching it). Switch Smolensk to levee. Send workers to connect the coal and to build a workshop near Yakutsk.

1877 Churchill demands we cancel deals with DG. No can do.
Novgo Sid exec -> Bank. Moscow gets Sushi.
Moscow Wealth -> Sid exec.
Yek Cannon -> Cannon.

Cancel the deal with Roosey of fur for 4gpt and take wine from DG for that same fur.

1878 Not much.

1879 Assembly Line is in, Artillery next. Smolensk Levee -> Manhattan (12 turns).

1880 GS with unspeakable name born in Moscow. Send him to sleep. Bulbs ecology, but no need to do that now. Or maybe we want to use him for a GA, so leave that decision for later. Have to fiddle with the slider now, so we don't go bankrupt. Maintain 60% for a while, end the set on 50%.

Yek Cannon -> Factory

Spy does a succesful culture spread mission in St Pete. Decide to adjust slightly the spy points distribution so we regain on Gandhi a bit faster.
Civ4SGOTM10_301.jpg


Also decide to pillage a farm north of St Pete, as we're about to lose that tile anyway.

1881 Our iron mine suffers a sabbotage event. Our workers repair the damage immediately.

1882 Kill a barb galley. Draft a bit.

1883 Roosey demands we cancel deals with Mao. No can do.
Moscow Sid exec -> Sid exec. Yaroslavl' gets Sushi.

1884 Mao comes with a demand. Stare at the screen for a while and give in. Chemistry is known by 2 other AIs anyway and it gets him to pleased. Better have the big dog look at the other guys.
Civ4SGOTM10_302.jpg


1885 Yakutsk Observatory -> Factory.

1886 Artillery in -> Rocketry in 10 turns.

1887 Novgorod Bank -> Wall Street (22 turns).
Vlad Observatory -> Market (basically for the happy).

Hand it off here, 4 turns left on Manhattan, 9 on rocketry.

We're broke with 17 gold pieces and running -4 @50%. Next great person will come in 8 turns. Actually both Moscow and Novgo have it set to 8 turns. Needed to hire more merchants in Moscow to keep up with Novgo, so building executives is not going as fast as we may like, but they do cost a lot of money as well...
Supposedly according to BUFFY Moscow will produce a great person first, but I don't know if we can trust that completely. Maybe temporarily fire the specs in Novgo, the turn before we pop the GM in Moscow. I refuse to accept the birth of another great person here!!

Here's the tech picture.
Civ4SGOTM10_303.jpg


We'll probably need demo in a not too distant future. Everybody is in emancipation now. We still can handle the unhappiness, but I guess that won't last forever. We may have to rethink how to tackle things when we finally adopt emancipation as well.
Civ4SGOTM10_304.jpg


We can still draft this turn, by the way. I think it's better to draft nearly exclusively in Yaroslavl' only.

Also, we may have to start thinking about the actual plan of attack on Gandhi. If we plan to attack amphibiously we'd better start cranking out a bunch of galleons (as transports are far away still, especially if we go radio and ecology before going to combustion).

Log
Spoiler :
Turn 467, 1877 AD: Sid's Sushi Co has expanded into Moscow.
Turn 467, 1877 AD: Sid's Sushi Co has brought +12?+48?, -25? to Moscow. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.

Turn 468, 1878 AD: You have discovered Assembly Line!
Turn 468, 1878 AD: You have constructed a Levee in Smolensk. Work has now begun on a University.

Turn 469, 1879 AD: Nabu-rimanni (Great Scientist) has been born in Moscow (Stalin)!
Turn 469, 1879 AD: You have constructed a Bank in Yaroslavl'. Work has now begun on a Frigate.

Turn 470, 1880 AD: Gandhi adopts State Property!

Turn 471, 1881 AD: Gandhi's Golden Age has ended...

Turn 472, 1882 AD: Stalin's Frigate 65 (Novgorod) (8.80) vs Barbarian's Galley (2.40)
Turn 472, 1882 AD: Combat Odds: 100.0%
Turn 472, 1882 AD: (Extra Combat: -10%)
Turn 472, 1882 AD: (Extra Combat: +10%)
Turn 472, 1882 AD: (Plot Defense: +10%)
Turn 472, 1882 AD: Barbarian's Galley is hit for 36 (64/100HP)
Turn 472, 1882 AD: Barbarian's Galley is hit for 36 (28/100HP)
Turn 472, 1882 AD: Barbarian's Galley is hit for 36 (0/100HP)
Turn 472, 1882 AD: Stalin's Frigate 65 (Novgorod) has defeated Barbarian's Galley!

Turn 473, 1883 AD: Sid's Sushi Co has expanded into Yaroslavl'.
Turn 473, 1883 AD: Sid's Sushi Co has brought +12?+48?, -18? to Yaroslavl'. Increase this bonus by acquiring more Crab, Clam, Fish, Rice.

Turn 474, 1884 AD: Yekaterinburg celebrates "We Love the Prime Minister Day"!!!
Turn 474, 1884 AD: De Gaulle adopts Emancipation!
Turn 474, 1884 AD: De Gaulle adopts Organized Religion!
Turn 474, 1884 AD: Roosevelt adopts State Property!

Turn 475, 1885 AD: Yaroslavl' has grown to size 9.
Turn 475, 1885 AD: Vladivostok has become unhappy.
Turn 475, 1885 AD: Mao Zedong has 120 gold available for trade.
Turn 475, 1885 AD: Yaroslavl' will grow to size 10 on the next turn.
Turn 475, 1885 AD: You have discovered Artillery!
Turn 475, 1885 AD: Yekaterinburg celebrates "We Love the Prime Minister Day"!!!

Turn 476, 1886 AD: De Gaulle has 270 gold available for trade.
Turn 476, 1886 AD: Yaroslavl' will grow to size 9 on the next turn.

Turn 477, 1887 AD: Yaroslavl' has grown to size 9.
Turn 477, 1887 AD: Roosevelt has 60 gold available for trade.


And the save.
 
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