SGOTM 14 - Misfit Gypsy Nuts

Pre PLay PLan bit earlier than I expected and will look to play in about 28 hrs if we are all agreed.

Build Queue

Pretty Pachys. Galley - Forge - Uni - Barracks - Will try and convert to Judaism as well (J) for short.

Silver heights. Courthouse - Forge - Uni - Barracks and keep as many specs as possible.

Baltimore. Culture Artists - Granary - Forge (J) concentrate on growth.

Sty Land. Trireme - Forge - Uni

YBR. Forge - Missionaries. Possibly do 1 missionary for Munckin before finishing forge. Edit: Didn't realise how may of our cities were Jewish so Forge - Barracks - Stable/Units

Munchkin Land. Taj - Uni (J)

Crab Town. Forge - Missionary - Barracks

Sushi. Barracks - Missionary - cheap units (archers/chariots for Sushi/Crab/NY/YBR etc.

Emerald City. Forge - Uni - Units or stable.

NY. LB - Uni This will give us the 6 Unis for Oxford.

Washington. Cat - LB - LB - Courthouse will need to build some of these. Also I think if a city has a forge like Washington to run an engineer spec rather than scientist or merchant.

Ice Ball. Forge - barracks - units (J) concentrate on growth.

Boston. Granary - barracks - units.

New Orleans. Granary - barracks - units (J)

New City. Settle. Culture/Artist - Granary.

Exploring

Most of map is uncovered so will send a chariot to meet the galley and search for the Wiz on the island. Another chariot to the North of Ragnars lands looking for his SOD coming our way.

Unit Moves

Send units to hub and cheap units to cities that don't have any mil atm.

Worker Actions

To many to work on but will improve tiles with the minimum of movement time loss. Aim to build road though on the tundra forest tile to the West of our small stack. Ayoda (sp) has a monument now so borders will pop within the next 10 turns blocking us slightly.

City MM

Will concentrate on growth/hammers to maximise our next GA which will be coming soon. :) very few specs anywhere but will run engineers and a few merchants in SH.

Diplo

Play nicely with everyone for the moment. Only cancel deals with the east witches no-one else.

Tech Trades/Path

Mentioned in previous post but pasted again. Thoughts??

Tech path. Compass - Lib bulb - Hbr (stables) - finish Lib - take Mil trad - Gunpowder. Hope to pick up Mach - Eng and possibly Guilds in trade. Agree we should try and trade mostly with Ghandi/Monte and avoid giving Mil Techs out to Mansa and Liz blocks. Where possible that is.

Civics

Change to Org Rel and stay in Rep/Caste/Judaism.

Stop Criteria

Locating the Wiz.
Huge stack of Ragnars appearing on our borders (doubtful as we are catching them up in Mil numbers quickly).

THINGS TO DO EVERY TURN
Make a saved game
Appropriate screenshots

Things to do when posting the report
Notice the status of the Wizard, so we know if he's still alive.

Additional. our Great Merchant. I think he should go to England as the amount of turns it will take to get to Delhi are to much imho.
 
Not sure we need the galley from PP. The GM can just run around to London if we want, but I really think we should consider getting him to Delhi!

We can still tech at 50% during a golden age, so I'm not sure an immediate 1100ish is better than a delayed larger amount.

I would not get too carried away with missionaries also, as both Liz and Khan seem to be sending us a steady supply.

I also don't think we need to send a chariot to meet the galley yet for a couple reasons. That may not even be an island, it may be attached, and secondly, the south end of "it" is only 2 tiles wide, meaning a galley can fully expose everything there.

Everything else in the PPP I like!
 
Tech Trades/Path

Mentioned in previous post but pasted again. Thoughts??

Tech path. Compass - Lib bulb - Hbr (stables) - finish Lib - take Mil trad - Gunpowder. Hope to pick up Mach - Eng and possibly Guilds in trade. Agree we should try and trade mostly with Ghandi/Monte and avoid giving Mil Techs out to Mansa and Liz blocks. Where possible that is.
EDIT: :blush: Operator Error! Loaded the wrong save. :blush: Comments deleted to protect the guilty. :cry:
 
Is this a proposed tech path after we finish Nationalism?

We can't bulb Liberalism yet, as we don't know Education. We'll get a GScientist from NY in 3 turns, which could bulb part of Education. I haven't done the math, but I suspect its better to research the remainder of Education ourselves rather than expend another GScientist to bulb the remainder.

We now have Edu and Nat already. The only ones we need for Cuirassiers are HBR, Mil Trad and Gunpowder. We only need compass to bulb most of Lib which will give us Mil Trad and hopefully GS next turn.

Looks like the best trade we could do now is Civil Service to Shaka/WW of the South for Machinery + 90

Not keen on giving away any mil techs that might be traded around so paper with Mansa seems the best to me. We've sold our map so everyone knows everything virtually anyway.

Not sure we need the galley from PP. The GM can just run around to London if we want, but I really think we should consider getting him to Delhi!

It will take approx 25 turns ish to run to Delhi even with engineering and having to pass a barb city on the way. I'd need to re-check but for a couple of hundred more gold doesn't seem worth it to me. Running the GM south and picking up the galley there makes sense though so delete galley from PP build plan. We can reach York in 8 turns by picking up galley by Iceball. Plus there is alot of unsettled land in the hub which would be dangerous to run through.

I would not get too carried away with missionaries also, as both Liz and Khan seem to be sending us a steady supply.

They will only spread to cities without religion though we do need a lot less than I thought but PP and Munchkin especially want it spread especially if we go Theocracy along the way. Be interesting to see what the missionary going towards Baltimore will do.

Bit hard to tell what our tech rate will be once out of the GAge. How much we can bulb of Lib etc. So plan to stop once we have the ability to build cuirassiers or if I go a couple of turns over will bank any gold. ;)
 
Great person from Silver Heights. We need 109 GP points to get the GS next turn. If we lose Pac and GA bonuses this turn we won't get it next turn. So I will max out scientists this turn to make sure we get it. If we don't get a GS I recommend we self tech Lib and save the GA for a later Golden Age.

Also think we should sell Aesthetics to Asoka this turn. Hopefully he will try and build wonders instead of troops. Then again they are the worse enemies of Ghandi/Mansa so perhaps its best not to. Mmm decisions decisions. :)

Will add as well will look to farm grasslands and workshop plains where worker turns exist to do this.
 
I usually try to do the opposite (farm plains/workshop grasslands) so both benefit from extra hammers during golden ages.

Agree grass workshops can be huge hammer producers but ideally we need SP - Guilds - Chem - Caste other than that don't really want to be working a plains farm (pre bio) or a grass workshop either. Extra pop can be whipped or run as specs.
 
Have fun and good luck!
 
Hi guys, I've been trying to keep up on posts while lurking. Well done so far, its looking good.

I agree the mountain clumps look like the obvious place to hide the wizard, but maybe he's less well defended- otherwise why would we need to be told that he's still alive? I doubt AIs would be able to mastermind an attack over mountains would they?

Good luck in the turnset sleepless
 
Well I didn't get to play many turns but some positives. :)

Techs we now have Mil Trad, Lib, HBr, Compass, Mach and Engineering. Gunpowder though is likely to be 4 turns away.

3 turns to Taj Mahal.

Negatives we are at war!!!

I knew it was going to happen as I found Ragnar's small stack with the chariot and followed it up to our borders. I was going to stop but wanted to see what Aoka's stack would do. Luckliy?? It hasn't moved except for 2 HA's 1 killed a cat and I subsequently killed it. The other is threatning Boston in the hub. I managed to move some units down to the New orleans so that should be safe and in a couple of turns we can upgrade the spear and axe to mace/pike if we want. mace so we have an attacking unit there.

Ice ball has an archer/lb and pike next turn. Am moving Philadelphia's LB there and sending a chariot as cover.

Boston we might lose currently threatened by a HA. We have an archer/chariot there. So have to see what happens.

GP I loaded onto the galley and it is 2 turns from York so will give us a big cash boost shortly. Our warrior in the hub is likely to die to an Indian spear next turn.

Ragnars first wave.

Civ4ScreenShot0000-5.jpg


They've just entered our lands.

Asoka's troops.

Civ4ScreenShot0001-5.jpg


City builds.

Citybuilds0000.jpg


So we should have a few pikes in the next 2 turns and some phants on the way. The original city builds went out the window a bit and once we are in the GA I propose we go to Vassalage and free religion/slavery. Vassalage gives our units built with barracks 2 promos straight away. I'd minimise the whip during the GA but its the quickest way to get some units going.

So thoughts? Save is uploaded but I won't be able to continue until Sat or Sun night so gives us plenty of time to make some decisions.

Turn Log.

Here is your Session Turn Log from 600 AD to 680 AD:

Spoiler :
Turn 140, 600 AD: Dorothy adopts Organized Religion!
Turn 140, 600 AD: You have discovered Compass!
Turn 140, 600 AD: Antony van Leeuwenhoek (Great Scientist) has been born in Silver Heights (Dorothy)!
Turn 140, 600 AD: The borders of Baltimore have expanded!
Turn 140, 600 AD: Dorothy's Golden Age has ended...

Turn 141, 620 AD: You have discovered Horseback Riding!
Turn 141, 620 AD: You have discovered Machinery!
Turn 141, 620 AD: Philadelphia has been founded.
Turn 141, 620 AD: Dorothy is the first to discover Liberalism!
Turn 141, 620 AD: You have discovered Liberalism!
Turn 141, 620 AD: Daniel Cole (Great Spy) has been born in Tenochtitlan (Wicked Witch of the West)!

Turn 142, 640 AD: Washington has grown to size 10.
Turn 142, 640 AD: Iceball City has grown to size 6.
Turn 142, 640 AD: Good Witch of the North has 60 gold available for trade.
Turn 142, 640 AD: The borders of Sty Land are about to expand.
Turn 142, 640 AD: The borders of Philadelphia are about to expand.
Turn 142, 640 AD: Good Witch of the South will trade Engineering
Turn 142, 640 AD: Wicked Witch of the South will trade Engineering
Turn 142, 640 AD: Wicked Witch of the West will trade Engineering, Optics
Turn 142, 640 AD: Good Witch of the West will trade Engineering, Optics
Turn 142, 640 AD: Wicked Witch of the North will trade Optics
Turn 142, 640 AD: Good Witch of the North will trade Optics
Turn 142, 640 AD: You have discovered Military Tradition!
Turn 142, 640 AD: You have discovered Engineering!
Turn 142, 640 AD: Emerald City will grow to size 12 on the next turn.
Turn 142, 640 AD: Sty Land will grow to size 8 on the next turn.
Turn 142, 640 AD: The borders of Sty Land have expanded!
Turn 142, 640 AD: The borders of Philadelphia have expanded!
Turn 142, 640 AD: Judaism has spread in MunchkinLand.
Turn 142, 640 AD: Judaism has spread in Philadelphia.
Turn 142, 640 AD: Wicked Witch of the East adopts Vassalage!
Turn 142, 640 AD: Good Witch of the East adopts Vassalage!
Turn 142, 640 AD: Judaism has spread in Ayodhya.

Turn 143, 660 AD: Emerald City has grown to size 12.
Turn 143, 660 AD: Sty Land has grown to size 8.
Turn 143, 660 AD: Clearing a Forest has created 30 ℤ for Iceball City.
Turn 143, 660 AD: YellowBrickRoad will grow to size 8 on the next turn.
Turn 143, 660 AD: New Orleans will grow to size 2 on the next turn.
Turn 143, 660 AD: Good Witch of the South adopts Mercantilism!
Turn 143, 660 AD: Good Witch of the North has founded Warwick in a distant land.
Turn 143, 660 AD: Good Witch of the North adopts Bureaucracy!
Turn 143, 660 AD: Deal Canceled: Crab to Good Witch of the East for Gold Per Turn (7)
Turn 143, 660 AD: Wicked Witch of the East/Good Witch of the East has declared war on you!
Turn 143, 660 AD: Good Witch of the East refuses to talk.
Turn 143, 660 AD: Good Witch of the East's Horse Archer (6.00) vs Dorothy's Catapult 2 (MunchkinLand) (3.33)
Turn 143, 660 AD: Combat Odds: 98.6%
Turn 143, 660 AD: (Class Attack: -50%)
Turn 143, 660 AD: Good Witch of the East's Horse Archer is hit for 14 (86/100HP)
Turn 143, 660 AD: Good Witch of the East's Horse Archer is hit for 14 (72/100HP)
Turn 143, 660 AD: Dorothy's Catapult 2 (MunchkinLand) is hit for 26 (74/100HP)
Turn 143, 660 AD: Dorothy's Catapult 2 (MunchkinLand) is hit for 26 (48/100HP)
Turn 143, 660 AD: Good Witch of the East's Horse Archer is hit for 14 (58/100HP)
Turn 143, 660 AD: Dorothy's Catapult 2 (MunchkinLand) is hit for 26 (22/100HP)
Turn 143, 660 AD: Good Witch of the East's Horse Archer is hit for 14 (44/100HP)
Turn 143, 660 AD: Dorothy's Catapult 2 (MunchkinLand) is hit for 26 (0/100HP)
Turn 143, 660 AD: Good Witch of the East's Horse Archer has defeated Dorothy's Catapult 2 (MunchkinLand)!
Turn 143, 660 AD: While defending, your Catapult 2 (MunchkinLand) was destroyed by a Indian Horse Archer!

Turn 144, 680 AD: The enemy has been spotted near New Orleans!
Turn 144, 680 AD: The enemy has been spotted near Boston!
Turn 144, 680 AD: YellowBrickRoad has grown to size 8.
Turn 144, 680 AD: New Orleans has grown to size 2.
Turn 144, 680 AD: Wicked Witch of the South has 100 gold available for trade.
Turn 144, 680 AD: Good Witch of the West has 50 gold available for trade.
Turn 144, 680 AD: Clearing a Forest has created 30 ℤ for Boston.
Turn 144, 680 AD: Dorothy's Chariot 9 (Emerald City) (4.40) vs Good Witch of the East's Horse Archer (2.64)
Turn 144, 680 AD: Combat Odds: 96.4%
Turn 144, 680 AD: (Extra Combat: -10%)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 20 (24/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 20 (4/100HP)
Turn 144, 680 AD: Dorothy's Chariot 9 (Emerald City) is hit for 19 (81/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 20 (0/100HP)
Turn 144, 680 AD: Dorothy's Chariot 9 (Emerald City) has defeated Good Witch of the East's Horse Archer!
Turn 144, 680 AD: Your Chariot 9 (Emerald City) has destroyed a Horse Archer!
Turn 144, 680 AD: Clearing a Forest has created 24 ℤ for MunchkinLand.


Now being a complete novice when it comes to computers I tried to do the BUFFY Log but what do you put as the pathway?? I tried to send it to my documents folder but all I got was an error message on the next turn so cancelled that out. :blush:

Edit: One thing I'm glad of is foreign galleys can't enter ocean squares as there is a galley near Sushi. :)
 
Ooops missed the Wiz update but he is still alive. ;).

What could have been an island in the North isn't though I will uncover all round there. Looks likely the Wiz is in the middle clump of mountains at a guess???

More thoughts have to be careful of losing our horses in Washington so the 2 cats/lb possibly send there so they can attack anything that lands on them to pillage. Though pikes shortly as well and HA's don't do so good against them :)
 
Now being a complete novice when it comes to computers I tried to do the BUFFY Log but what do you put as the pathway?? I tried to send it to my documents folder but all I got was an error message on the next turn so cancelled that out.
IIRC, if you do not specify a path, the default location is the Autolog folder in the Buffy folder...

C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\BUFFY-3.19.003\Autolog

If you want to keep them somewhere else, easiest way is to create the folder where you want to save the Autologs with Windows Explorer (Windows Key + E), then copy the path from Windows Explorer and paste it into the BUFFY Options. Make sure you have the "Enable Logging" and "Start Automatically" boxes checked in the Logging Tab.

I keep mine in: C:\Users\Tom\Documents\My Games\Beyond the Sword\Autologs
 
Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 140/500 (600 AD) [20-Oct-2011 17:05:10]
Research begun: Compass (1 Turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 141/500 (620 AD) [20-Oct-2011 17:13:41]

Other Player Actions:
Tech acquired (trade, lightbulb, hut, espionage): Horseback Riding
Tech acquired (trade, lightbulb, hut, espionage): Machinery
Research begun: Liberalism (0 Turns)
A Fishing Boats was built near New Orleans
Philadelphia founded
A Mine was built near Sty Land
100% Research: 387 per turn
0% Espionage: 4 per turn
0% Gold: -215 per turn, 474 in the bank

After End Turn:
Whip anger has decreased in Sushi
Tech research finished: Liberalism
A Hamlet was built near Crab Town
Washington grows to size 10
Pretty Pachys finishes: Forge
Sushi finishes: Barracks
Iceball City grows to size 6

Other Player Actions:
Attitude Change: Good Witch of the West (India) towards Good Witch of the North (England), from 'Pleased' to 'Cautious'
Civics Change: Dorothy(America) from 'Pacifism' to 'Organized Religion'

Turn 142/500 (640 AD) [20-Oct-2011 17:23:23]
Tech acquired (trade, lightbulb, hut, espionage): Military Tradition
Research begun: Gunpowder (3 Turns)
Pretty Pachys begins: University (5 turns)
Sushi begins: Jewish Missionary (4 turns)
Tech traded to Good Witch of the South (Mali): Paper
Tech traded to Good Witch of the South (Mali): Horseback Riding
Tech acquired (trade, lightbulb, hut, espionage): Engineering
Emerald City begins: Pikeman (3 turns)
A Mine was built near Iceball City
A Pasture was built near Philadelphia
A Farm was built near YellowBrickRoad
A Farm was built near Crab Town
A Fishing Boats was built near New Orleans
Iceball City begins: Pikeman (6 turns)
Pretty Pachys begins: Barracks (3 turns)
100% Research: 390 per turn
0% Espionage: 4 per turn
0% Gold: -216 per turn, 339 in the bank

After End Turn:
Emerald City grows to size 12
Washington finishes: Longbowman
New York finishes: Longbowman
Silver Heights finishes: Courthouse
Pretty Pachys finishes: Barracks
Sty Land grows to size 8
Sty Land's borders expand
Philadelphia's borders expand

Other Player Actions:
Judaism has spread: MunchkinLand
Judaism has spread: Philadelphia
Attitude Change: Good Witch of the West (India) towards Good Witch of the North (England), from 'Cautious' to 'Pleased'
Attitude Change: Wicked Witch of the East (Vikings) towards Wicked Witch of the South (Zululand), from 'Annoyed' to 'Cautious'
Attitude Change: Wicked Witch of the East (Vikings) towards Wicked Witch of the West (Aztec), from 'Annoyed' to 'Cautious'
Civics Change: Wicked Witch of the East(Vikings) from 'Barbarism' to 'Vassalage'
Civics Change: Good Witch of the East(India) from 'Barbarism' to 'Vassalage'

Turn 143/500 (660 AD) [20-Oct-2011 17:44:53]
Washington begins: Pikeman (3 turns)
New York begins: University (16 turns)
Silver Heights begins: Barracks (4 turns)
Pretty Pachys begins: Stable (3 turns)
Philadelphia begins: Granary (20 turns)
Longbowman 1 (Washington) promoted: City Garrison I
Crab Town begins: Barracks (4 turns)
Sushi begins: War Elephant (5 turns)
Pretty Pachys begins: War Elephant (3 turns)
40% Research: 195 per turn
0% Espionage: 6 per turn
60% Gold: -29 per turn, 123 in the bank

After End Turn:
Whip anger has decreased in Sty Land
YellowBrickRoad grows to size 8
Sty Land finishes: Trireme
New Orleans grows to size 2

Other Player Actions:
Good Witch of the West (India) declares war on Dorothy (America)
While defending in American territory near Boston, Catapult 2 (MunchkinLand) loses to Indian Horse Archer (2.64/6) (Prob Victory: 1.4%)
Attitude Change: Good Witch of the East (India) towards Dorothy (America), from 'Annoyed' to 'Furious'
Civics Change: Good Witch of the South(Mali) from 'Decentralization' to 'Mercantilism'
Civics Change: Good Witch of the North(England) from 'Barbarism' to 'Bureaucracy'

Turn 144/500 (680 AD) [20-Oct-2011 18:11:06]
Sty Land begins: War Elephant (9 turns)
A Fishing Boats was built near Philadelphia
A Mine was built near Boston
Chariot 9 (Emerald City) promoted: Combat I
While attacking in American territory near Iceball City, Chariot 9 (Emerald City) (3.24/4) defeats Indian Horse Archer (Prob Victory: 96.4%)
A Farm was built near Pretty Pachys
A Mine was built near Baltimore
Longbowman 2 (Emerald City) promoted: City Garrison I


So heres the Buffy Log. Easy when you know how. :) Thanks Grifftavian.
 
Initial thoughts on the War That Came Early..

Looks like Asoka's only source of Elephants is by his city closest to Washington & Boston, so that may make a good first target once we get Boston & New Orleans reinforced.

Also looks like his only Horse Resource is on his east coast, 1N of Calcutta. But it might be difficult to get a Galley full of pillagers down there. :shifty:

Asoka's Galley could be on Washington's Fish Nets in 6 turns, ready to pillage on the 7th turn. I think our Trireme 1 (WNW of Sty Land) could just get there in time to save the Nets!

BTW, good job so far, Sleepless!
 
I see a couple things I would do for safety.

I would trade for Shaka's 100 gold so we can upgrade the archer in Boston to a Longbow.

I would consider going max hammers in New Orleans and whipping walls next turn.

Other than that, I am not overly worried about the troops we can see. We will have pikes starting next turn and Cuirassars very soon also.

We just need to inflict some damage on Asoka's stack with our cats so it doesn't attack right away.

We don't really have a lot of options.
 
I would trade for Shaka's 100 gold so we can upgrade the archer in Boston to a Longbow. Agreed already had done a begging mission and got some gold from GK everyone else declined".

I would consider going max hammers in New Orleans and whipping walls next turn. "Still in Caste as needed to keep GP's for one extra turn in SH

Other than that, I am not overly worried about the troops we can see. We will have pikes starting next turn and Cuirassars very soon also. Agreed

We just need to inflict some damage on Asoka's stack with our cats so it doesn't attack right away.Good Idea just have to see what way Asoka goes.

We don't really have a lot of options.
Nope not at the moment couple of turns later would have been great lol

One other thing to note Mansa has gone into Merc which isn't good.
 
Well I had to play a few more turns and thought this is a good place to leave it.

TajMahal0000.jpg


So the Taj is in and we can change civics this turn. I recommend turning research off for most of the GA and adopting Police State - Vassalage - Slavery - FR

There are quite a few units heading to New Orleans.

Civ4ScreenShot0003-6.jpg


I have upgraded the troops there so we have 3 x Lb's a pike and mace if we adopt slavery we can whip some walls this turn as well. We also have 2 chariots which can be upgraded to Cuirassiers at a cost of 460. As they flank cats it might well be worth it. Especially as we don't really want to lose any units.

Trade Mission was carried out in York for 1300 so we have a bit of cash.

Suicided both cats on Asoka but didn't make alot of difference though we should be able to wipe his stack out very shortly.

Civ4ScreenShot0002-4.jpg


Turnset Log.

Spoiler :
Turn 144, 680 AD: Dorothy's Chariot 9 (Emerald City) (4.40) vs Good Witch of the East's Horse Archer (2.64)
Turn 144, 680 AD: Combat Odds: 96.4%
Turn 144, 680 AD: (Extra Combat: -10%)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 20 (24/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 20 (4/100HP)
Turn 144, 680 AD: Dorothy's Chariot 9 (Emerald City) is hit for 19 (81/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 20 (0/100HP)
Turn 144, 680 AD: Dorothy's Chariot 9 (Emerald City) has defeated Good Witch of the East's Horse Archer!
Turn 144, 680 AD: You have trained a Pikeman in Emerald City. Work has now begun on a University.
Turn 144, 680 AD: Crab Town celebrates "We Love the Prime Minister Day"!!!
Turn 144, 680 AD: You have trained a Pikeman in Iceball City. Work has now begun on a Forge.
Turn 144, 680 AD: Judaism has spread in Texcoco.
Turn 144, 680 AD: James Clerk Maxwell (Great Scientist) has been born in Karakorum (Wicked Witch of the North)!
Turn 144, 680 AD: Good Witch of the East's Horse Archer (6.60) vs Dorothy's Longbowman 4 (Washington) (9.90)
Turn 144, 680 AD: Combat Odds: 9.9%
Turn 144, 680 AD: (Extra Combat: -10%)
Turn 144, 680 AD: (Plot Defense: +20%)
Turn 144, 680 AD: (City Defense: +45%)
Turn 144, 680 AD: Dorothy's Longbowman 4 (Washington) is hit for 16 (84/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 24 (76/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 24 (52/100HP)
Turn 144, 680 AD: Dorothy's Longbowman 4 (Washington) is hit for 16 (68/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 24 (28/100HP)
Turn 144, 680 AD: Dorothy's Longbowman 4 (Washington) is hit for 16 (52/100HP)
Turn 144, 680 AD: Dorothy's Longbowman 4 (Washington) is hit for 16 (36/100HP)
Turn 144, 680 AD: Dorothy's Longbowman 4 (Washington) is hit for 16 (20/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 24 (4/100HP)
Turn 144, 680 AD: Dorothy's Longbowman 4 (Washington) is hit for 16 (4/100HP)
Turn 144, 680 AD: Good Witch of the East's Horse Archer is hit for 24 (0/100HP)
Turn 144, 680 AD: Dorothy's Longbowman 4 (Washington) has defeated Good Witch of the East's Horse Archer!

Turn 145, 700 AD: The enemy has been spotted near New Orleans!
Turn 145, 700 AD: The enemy has been spotted near New Orleans!
Turn 145, 700 AD: New York has grown to size 8.
Turn 145, 700 AD: Crab Town has grown to size 8.
Turn 145, 700 AD: Clearing a Forest has created 30 ℤ for Washington.
Turn 145, 700 AD: Clearing a Forest has created 30 ℤ for Baltimore.
Turn 145, 700 AD: Sty Land will grow to size 9 on the next turn.
Turn 145, 700 AD: Sushi will grow to size 8 on the next turn.
Turn 145, 700 AD: Baltimore will grow to size 3 on the next turn.
Turn 145, 700 AD: Crab Town celebrates "We Love the Prime Minister Day"!!!
Turn 145, 700 AD: Good Witch of the West adopts Bureaucracy!
Turn 145, 700 AD: Wicked Witch of the East has reduced your defenses in New Orleans to 12%!
Turn 145, 700 AD: Wicked Witch of the East has reduced your defenses in New Orleans to 4%!

Turn 146, 720 AD: The enemy has been spotted near New Orleans!
Turn 146, 720 AD: The enemy has been spotted near New Orleans!
Turn 146, 720 AD: Sty Land has grown to size 9.
Turn 146, 720 AD: Sushi has grown to size 8.
Turn 146, 720 AD: Baltimore has grown to size 3.
Turn 146, 720 AD: Good Witch of the North has 60 gold available for trade.
Turn 146, 720 AD: Clearing a Forest has created 30 ℤ for Philadelphia.
Turn 146, 720 AD: Dorothy's Catapult 3 (Washington) (5.00) vs Good Witch of the East's War Elephant (9.60)
Turn 146, 720 AD: Combat Odds: 5.7%
Turn 146, 720 AD: (Extra Combat: +20%)
Turn 146, 720 AD: Your Catapult 3 (Washington) has caused collateral damage! (3 Units)
Turn 146, 720 AD: Dorothy's Catapult 3 (Washington) is hit for 27 (73/100HP)
Turn 146, 720 AD: Dorothy's Catapult 3 (Washington) is hit for 27 (46/100HP)
Turn 146, 720 AD: Dorothy's Catapult 3 (Washington) is hit for 27 (19/100HP)
Turn 146, 720 AD: Dorothy's Catapult 3 (Washington) is hit for 27 (0/100HP)
Turn 146, 720 AD: Good Witch of the East's War Elephant has defeated Dorothy's Catapult 3 (Washington)!
Turn 146, 720 AD: Your Catapult 3 (Washington) has died trying to attack a War Elephant!
Turn 146, 720 AD: Dorothy's Catapult 1 (MunchkinLand) (5.00) vs Good Witch of the East's War Elephant (9.60)
Turn 146, 720 AD: Combat Odds: 5.7%
Turn 146, 720 AD: (Extra Combat: +20%)
Turn 146, 720 AD: Your Catapult 1 (MunchkinLand) has caused collateral damage! (3 Units)
Turn 146, 720 AD: Dorothy's Catapult 1 (MunchkinLand) is hit for 27 (73/100HP)
Turn 146, 720 AD: Dorothy's Catapult 1 (MunchkinLand) is hit for 27 (46/100HP)
Turn 146, 720 AD: Dorothy's Catapult 1 (MunchkinLand) is hit for 27 (19/100HP)
Turn 146, 720 AD: Good Witch of the East's War Elephant is hit for 14 (86/100HP)
Turn 146, 720 AD: Dorothy's Catapult 1 (MunchkinLand) is hit for 27 (0/100HP)
Turn 146, 720 AD: Good Witch of the East's War Elephant has defeated Dorothy's Catapult 1 (MunchkinLand)!
Turn 146, 720 AD: Your Catapult 1 (MunchkinLand) has died trying to attack a War Elephant!
Turn 146, 720 AD: Iceball City will grow to size 7 on the next turn.
Turn 146, 720 AD: New Orleans will grow to size 3 on the next turn.
Turn 146, 720 AD: You have discovered Gunpowder!
Turn 146, 720 AD: Dorothy's Golden Age has begun!!!
Turn 146, 720 AD: Dorothy has completed The Taj Mahal!
Turn 146, 720 AD: A Zulu Spy has been stumbled upon while operating near the American city of Emerald City!
Turn 146, 720 AD: Wicked Witch of the West adopts Bureaucracy!
Turn 146, 720 AD: Good Witch of the North has founded Newcastle in a distant land.
Turn 146, 720 AD: Good Witch of the East has reduced your defenses in Washington to 32%!
Turn 146, 720 AD: Good Witch of the East has reduced your defenses in Washington to 24%!

Turn 147, 740 AD: The enemy has been spotted near New Orleans!
Turn 147, 740 AD: The enemy has been spotted near New Orleans!
Turn 147, 740 AD: Iceball City has grown to size 7.
Turn 147, 740 AD: New Orleans has grown to size 3.
Turn 147, 740 AD: Good Witch of the South has 60 gold available for trade.
Turn 147, 740 AD: Wicked Witch of the West has 50 gold available for trade.
Turn 147, 740 AD: Good Witch of the South will trade Optics
Turn 147, 740 AD: Wicked Witch of the South will trade Optics
Turn 147, 740 AD: Judaism has spread in Pretty Pachys.
Turn 147, 740 AD: Emerald City will grow to size 13 on the next turn.
Turn 147, 740 AD: YellowBrickRoad will grow to size 9 on the next turn.
Turn 147, 740 AD: Philadelphia will grow to size 2 on the next turn.


Buffy Log

Spoiler :
ogging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 144/500 (680 AD) [21-Oct-2011 06:32:08]
Tech traded to Wicked Witch of the South (Zululand): Compass
Spearman 1 (Washington) promoted: Combat I
0% Research: 58 per turn
0% Espionage: 6 per turn
100% Gold: 86 per turn, 4 in the bank

After End Turn:
Emerald City finishes: Pikeman
YellowBrickRoad finishes: Forge
New York grows to size 8
Crab Town grows to size 8
Crab Town finishes: Jewish Missionary
Iceball City finishes: Pikeman
Boston finishes: Granary

Other Player Actions:
While defending in American territory at Boston, Longbowman 4 (Washington) (0.24/6) defeats Indian Horse Archer (Prob Victory: 90.1%)
A Road near Washington was destroyed by Indian Horse Archer
Attitude Change: Wicked Witch of the South (Zululand) towards Dorothy (America), from 'Cautious' to 'Pleased'
Attitude Change: Wicked Witch of the East (Vikings) towards Dorothy (America), from 'Annoyed' to 'Furious'

Turn 145/500 (700 AD) [21-Oct-2011 06:38:39]
YellowBrickRoad begins: Barracks (4 turns)
Crab Town begins: Barracks (4 turns)
Boston begins: Longbowman (7 turns)
Longbowman 4 (Washington) promoted: City Garrison II
Longbowman 6 (New York) promoted: City Garrison I
Chariot 9 (Emerald City) promoted: Medic I
A Mine was built near Baltimore
Longbowman 2 (Emerald City) promoted: City Garrison I
Boston begins: Barracks (5 turns)
Emerald City begins: War Elephant (3 turns)
Iceball City begins: Barracks (7 turns)
Emerald City begins: Horse Archer (3 turns)
20% Research: 128 per turn
0% Espionage: 6 per turn
80% Gold: 34 per turn, 90 in the bank

After End Turn:
Washington finishes: Pikeman
Pretty Pachys finishes: War Elephant
Sty Land grows to size 9
Sushi grows to size 8
Boston finishes: Barracks
Baltimore grows to size 3

Other Player Actions:
A Road near Washington was destroyed by Indian Horse Archer
Attitude Change: Wicked Witch of the South (Zululand) towards Dorothy (America), from 'Pleased' to 'Cautious'
Civics Change: Good Witch of the West(India) from 'Vassalage' to 'Bureaucracy'

Turn 146/500 (720 AD) [21-Oct-2011 06:55:26]
Washington begins: War Elephant (3 turns)
Pretty Pachys begins: Horse Archer (3 turns)
Boston begins: Longbowman (7 turns)
A Farm was built near Pretty Pachys
Catapult 3 (Washington) promoted: Drill I
While attacking in American territory at Washington, Catapult 3 (Washington) loses to Indian War Elephant (8.00/8) (Prob Victory: 5.7%)
Longbowman 5 (Washington) promoted: Drill I
Catapult 1 (MunchkinLand) promoted: Drill I
While attacking in American territory at Washington, Catapult 1 (MunchkinLand) loses to Indian War Elephant (6.88/8) (Prob Victory: 5.7%)
Archer 1 (MunchkinLand) promoted: City Garrison I
New Orleans begins: Walls (25 turns)
100% Research: 399 per turn
0% Espionage: 6 per turn
0% Gold: -224 per turn, 1204 in the bank

After End Turn:
Tech research finished: Gunpowder
Golden Age begins
MunchkinLand finishes: The Taj Mahal
Silver Heights finishes: Barracks
Iceball City grows to size 7
New Orleans grows to size 3

Other Player Actions:
Attitude Change: Wicked Witch of the East (Vikings) towards Dorothy (America), from 'Furious' to 'Annoyed'
Attitude Change: Wicked Witch of the East (Vikings) towards Wicked Witch of the West (Aztec), from 'Cautious' to 'Annoyed'
Civics Change: Wicked Witch of the West(Aztec) from 'Vassalage' to 'Bureaucracy'

Turn 147/500 (740 AD) [21-Oct-2011 07:07:53]
Research begun: Guilds (3 Turns)
MunchkinLand begins: Cuirassier (2 turns)
Silver Heights begins: Forge (8 turns)
Judaism has spread: Pretty Pachys
A Farm was built near YellowBrickRoad


Future thoughts build an army and crush the witches of the East... :)

The Wizard still hasn't been found but still lives.
 
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