SGOTM 14 - Misfit Gypsy Nuts

PPP seems very good Ozbenno. :goodjob:

Couple of things though.

Munchkin has a while before it can start Oxford. With the AP Tao I would build a Tao monastery there also Pretty Pachys next so if we need to we can spread Tao around.

Boston I put on as a mace for a stopper but if we stay in Slavery we should be whipping LBs frequently from there. Never going to be a great city whatever we do.

Washington can start the Heroic Epic. Plenty of other options but with Washington's position I would put it there.

Still quite away from our next GA as we would need 2 GP's. If we trade for Ghandi's gold we should easily make banking in time for the end of the Golden Age and a revolt free switch into Merc.

Worker actions. The worker at Iceball has just finished his mine so would be good idea to send him to build a road to NO and onwards as well. Actually very important as once Asoka is dead it will give us a much quicker route to Ragnar. Assume we might have opened a second front by then (Hopefully).
 
PPP looks good to me as well!

Philadelphia - Lighthouse - Barracks - might be worth building culture buildings here so we can expand into the fogged area
I think culture buildings here are a good idea, not only to get a look into the mountains, but to keep Liz's borders from claiming some of Philadelphia's BFC.

Tech Trades/Path

Guilds - Banking maybe???

Trade Gandhi Nationalism for everything he's got. Look for additional trades after this

Civics

Change in 1 turn to Rep/Bur, stay in slavery and OR. If we can get Banking before GA finishes, change to Merc/Caste??
Agree with researching Banking next and trying to switch into Merc/Caste before the end of the GA!

Good Luck and Good Hunting! :ar15:
 
Attach the GG to either the chariot or the pike.
Please use the Pike, it will be much better in the long run.:please:

Trade Gandhi Nationalism for everything he's got. Look for additional trades after this
Are we sure about this? It does lead Military Tradition.

Boston I put on as a mace for a stopper but if we stay in Slavery we should be whipping LBs frequently from there. Never going to be a great city whatever we do
I think we should be almost done with defensive units aren't we? Pikes to counter Flanking units possibly, but mostly we want to start rolling forward!

With the AP Tao I would build a Tao monastery there also Pretty Pachys next so if we need to we can spread Tao around.

Washington can start the Heroic Epic. Plenty of other options but with Washington's position I would put it there.
I agree with this!:agree:

A capitulation offer appears (he says wishfully)
Are we really interested in Asoka capitulating? Motherland yearning can be problematic, wouldn't we be better off with ALL of his cites under our control?
 
I think we should be almost done with defensive units aren't we? Pikes to counter Flanking units possibly, but mostly we want to start rolling forward!
We'll need City Garrison units for the captured cities, so our offensive units can keep pressing the attack. I would think Longbows (especially for hilltop cities) and Musketmen (or better) with City Garrison I will continue to be a need for as long as we're capturing cities.
 
No vassals so no chance of capitulation. Shame as that would have been alot quicker.

Ideally we need at least one unit in each city and atm LBs are our cheapest build so would spread them around a bit for our new cities.

Nationalism?? If we are going to leave Ghandi/monte alone best to trade with them rather than anyone else. Edu leads to gp and a faster tech rate whereas Mill trad needs GP to be any use and by then we should have rifles/cavalry. I hope!!! So Nat for Ghandis lot imho.
 
So I agree in principal with the need for city garrisons, but we have soooo many luxury resources, that we may not need them everywhere. I guess my point was that in the short run, I'd rather whip more offense than defense!

I have been swayed to trade Nat.
 
Yep plenty of luxuries + Ozbenno try and get a wb for our whales once we have optics. NY is probably the best for this.

Edit: @Ozbenno before you end this turn put the science slider back to 0%. Then crank it back up next turn once we have REp/Bureau and the university in Munchkin.

Good Luck when you play.
 
I'm away from the game so this is just a theoretical question: are we keeping all of the captured cities (probably since we're going for Dom rather than Conquest)? Or are there some candidates for razing (marginal cities which will only be a drain to our economy)?
 
I'm away from the game so this is just a theoretical question: are we keeping all of the captured cities (probably since we're going for Dom rather than Conquest)? Or are there some candidates for razing (marginal cities which will only be a drain to our economy)?

My vote is to keep them all. The more cities the more there is to build troops and that is what we are going to need. Lots and lots of troops. :) Will need to build some courthouses etc along the way. Though running rep/merc we can still get a reasonable science rate at low levels of science.

Civics for the last turn of the Golden Age?? Might be a good place for Ozbenno to pause to see if we go Slave/Caste or OR/Theo
 
Revised PPP, changes in red

Build Queue

Not sure about any further infrastructure in cities (courthouses??) so will concentrate on military

Munchkin Land. Uni - Tao Monastary - Oxford

Pretty Pachys. Uni - Tao Monastery - Tao missionary

Silver heights. Uni - Forge

Baltimore. Barracks - Curassier

Sty Land. Curassier - Uni

YBR. Forge - Curassier - Curassier

Crab Town. Curassier - Curassier

Sushi. Curassier - Missionary

Emerald City. Curassier - Curassier

NY. Uni - WB -Forge

Washington. Heroic Epic - Curassier - Curassier

Ice Ball. Curassier - worker - longbow (close to front for garrison of newly conquered cities)

Boston. Longbow - Lighthouse

New Orleans. Granary - Barracks

Philadelphia - Lighthouse - Theatre

Ayodha - culture - Barracks

Exploring

Nothing really to do here I think.

Unit Moves

Military to the front.

Move longbow to Philly next turn.

Attach the GG to the pike

Worker Actions

Still plenty to do

Road towards the front

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 we're not at war withfor the moment.

Tech Trades/Path

Guilds - Banking maybe???

Trade Gandhi Nationalism for everything he's got. Look for additional trades after this

Civics

Change in 1 turn to Rep/Bur, stay in slavery and OR. If we can get Banking before GA finishes, change to Merc/Caste??

Stop Criteria

Locating the Wiz.
Huge stack of Ragnars/Asokas appearing on our borders
Last turn of Golden Age

Don't mention the war

Head next to Kolhapur, try to move quickly through Asoka

THINGS TO DO EVERY TURN

Make a saved game
Appropriate screenshots

What do you all think???

Probably aim to play tomorrow night, might be able to play some turns tonight if people are happy for me to do so.
 
You can move him in this turn, as the Galley is next to Philly now.

As far as I'm concerned, you may fire when ready!

Only loaded him this turn so can be unloaded next turn. As I said I counted the turns to make sure we got a defender in time. :)

Ditto on the fire when ready. Except ;)

Munchkin.... Tao Mon - Jewish Monastery unless we whip some uni's probably still won't be able to build oxford for a while and if we go into theo need to get some jewish missionaries.
 
Good Luck Ozbenno!
 
Munchkin.... Tao Mon - Jewish Monastery unless we whip some uni's probably still won't be able to build oxford for a while and if we go into theo need to get some jewish missionaries.

Noted.

Was looking at the progress website. Some interesting stuff there. Look at the power graph. We're light years ahead. TNT are further into the game (just) than us and have little power at all, maybe going for a peaceful win.

The culture graph doesn't show much variance in culture between teams, can't see if anyone is going cultural victory but doesn't look like it.

Obviously finding the wizard is the key, can anyone think of anything we can do now to expose any more tiles or rule out any locations for the wizard??
 
Played 5 turns. Save uploaded.

Anyway, Guilds and Banking are in but I haven't revolted yet, any thoughts for changes? Research is on Economica but nothing invested.

I took the deal with Gandhi for Nationalism.

Our only losses have been maritime, a galley to a barb galley and a trireme to an Indian caravel, have started building our own.

I have taken two more cities Kolhapor and Hydrebad.

We have another GG, what to do? Another medic or merge in Washington? We can build West Point as well, so could have plenty of XP units out of there.

A postcard from the front...



Will play more turns tomorrow but any thoughts until then appreciated.

Spoiler :
Here is your Session Turn Log from 820 AD to 920 AD:

Turn 151, 820 AD: Dorothy's Cuirassier 5 (Washington) (14.11) vs Wicked Witch of the East's Swordsman (7.54)
Turn 151, 820 AD: Combat Odds: 98.9%
Turn 151, 820 AD: (Extra Combat: -20%)
Turn 151, 820 AD: (Extra Combat: +20%)
Turn 151, 820 AD: (Plot Defense: +50%)
Turn 151, 820 AD: Dorothy's Cuirassier 5 (Washington) is hit for 15 (83/100HP)
Turn 151, 820 AD: Wicked Witch of the East's Swordsman is hit for 25 (49/100HP)
Turn 151, 820 AD: Wicked Witch of the East's Swordsman is hit for 25 (24/100HP)
Turn 151, 820 AD: Wicked Witch of the East's Swordsman is hit for 25 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 5 (Washington) has defeated Wicked Witch of the East's Swordsman!
Turn 151, 820 AD: Dorothy's Cuirassier 6 (Washington) (9.64) vs Wicked Witch of the East's Horse Archer (0.57)
Turn 151, 820 AD: Combat Odds: 100.0%
Turn 151, 820 AD: (Extra Combat: -20%)
Turn 151, 820 AD: (Extra Combat: +20%)
Turn 151, 820 AD: Wicked Witch of the East's Horse Archer is hit for 33 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 6 (Washington) has defeated Wicked Witch of the East's Horse Archer!
Turn 151, 820 AD: Dorothy's Longbowman 4 (Washington) (6.00) vs Wicked Witch of the East's Chariot (0.58)
Turn 151, 820 AD: Combat Odds: 100.0%
Turn 151, 820 AD: (Extra Combat: +20%)
Turn 151, 820 AD: (River Attack: +25%)
Turn 151, 820 AD: Wicked Witch of the East's Chariot is hit for 27 (0/100HP)
Turn 151, 820 AD: Dorothy's Longbowman 4 (Washington) has defeated Wicked Witch of the East's Chariot!
Turn 151, 820 AD: Dorothy's Cuirassier 7 (Washington) (14.40) vs Good Witch of the East's Swordsman (9.30)
Turn 151, 820 AD: Combat Odds: 91.0%
Turn 151, 820 AD: (Extra Combat: -20%)
Turn 151, 820 AD: (Extra Combat: +10%)
Turn 151, 820 AD: (Plot Defense: +20%)
Turn 151, 820 AD: (Fortify: +25%)
Turn 151, 820 AD: Dorothy's Cuirassier 7 (Washington) is hit for 16 (84/100HP)
Turn 151, 820 AD: Good Witch of the East's Swordsman is hit for 24 (76/100HP)
Turn 151, 820 AD: Good Witch of the East's Swordsman is hit for 24 (52/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 7 (Washington) is hit for 16 (68/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 7 (Washington) is hit for 16 (52/100HP)
Turn 151, 820 AD: Good Witch of the East's Swordsman is hit for 24 (28/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 7 (Washington) is hit for 16 (36/100HP)
Turn 151, 820 AD: Good Witch of the East's Swordsman is hit for 24 (4/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 7 (Washington) is hit for 16 (20/100HP)
Turn 151, 820 AD: Good Witch of the East's Swordsman is hit for 24 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 7 (Washington) has defeated Good Witch of the East's Swordsman!
Turn 151, 820 AD: Dorothy's Cuirassier 9 (Emerald City) (13.20) vs Good Witch of the East's Axeman (7.75)
Turn 151, 820 AD: Combat Odds: 96.5%
Turn 151, 820 AD: (Extra Combat: -10%)
Turn 151, 820 AD: (Extra Combat: +10%)
Turn 151, 820 AD: (Plot Defense: +20%)
Turn 151, 820 AD: (Fortify: +25%)
Turn 151, 820 AD: Good Witch of the East's Axeman is hit for 25 (75/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 9 (Emerald City) is hit for 15 (85/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 9 (Emerald City) is hit for 15 (70/100HP)
Turn 151, 820 AD: Good Witch of the East's Axeman is hit for 25 (50/100HP)
Turn 151, 820 AD: Good Witch of the East's Axeman is hit for 25 (25/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 9 (Emerald City) is hit for 15 (55/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 9 (Emerald City) is hit for 15 (40/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 9 (Emerald City) is hit for 15 (25/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 9 (Emerald City) is hit for 15 (10/100HP)
Turn 151, 820 AD: Good Witch of the East's Axeman is hit for 25 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 9 (Emerald City) has defeated Good Witch of the East's Axeman!
Turn 151, 820 AD: Dorothy's Cuirassier 1 (Emerald City) (12.00) vs Good Witch of the East's Horse Archer (7.20)
Turn 151, 820 AD: Combat Odds: 96.2%
Turn 151, 820 AD: (Extra Combat: +20%)
Turn 151, 820 AD: Good Witch of the East's Horse Archer is hit for 25 (75/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 1 (Emerald City) is hit for 15 (85/100HP)
Turn 151, 820 AD: Good Witch of the East's Horse Archer is hit for 25 (50/100HP)
Turn 151, 820 AD: Good Witch of the East's Horse Archer is hit for 25 (25/100HP)
Turn 151, 820 AD: Good Witch of the East's Horse Archer is hit for 25 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 1 (Emerald City) has defeated Good Witch of the East's Horse Archer!
Turn 151, 820 AD: Dorothy's Cuirassier 4 (Sty Land) (12.00) vs Good Witch of the East's Horse Archer (6.60)
Turn 151, 820 AD: Combat Odds: 98.7%
Turn 151, 820 AD: (Extra Combat: +10%)
Turn 151, 820 AD: Dorothy's Cuirassier 4 (Sty Land) is hit for 14 (86/100HP)
Turn 151, 820 AD: Good Witch of the East's Horse Archer is hit for 26 (74/100HP)
Turn 151, 820 AD: Good Witch of the East's Horse Archer is hit for 26 (48/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 4 (Sty Land) is hit for 14 (72/100HP)
Turn 151, 820 AD: Good Witch of the East's Horse Archer is hit for 26 (22/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 4 (Sty Land) is hit for 14 (58/100HP)
Turn 151, 820 AD: Good Witch of the East's Horse Archer is hit for 26 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 4 (Sty Land) has defeated Good Witch of the East's Horse Archer!
Turn 151, 820 AD: Dorothy's Cuirassier 5 (Sushi) (12.00) vs Good Witch of the East's Catapult (5.00)
Turn 151, 820 AD: Combat Odds: 99.6%
Turn 151, 820 AD: Dorothy's Cuirassier 5 (Sushi) is hit for 13 (87/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 5 (Sushi) is hit for 13 (74/100HP)
Turn 151, 820 AD: Good Witch of the East's Catapult is hit for 30 (70/100HP)
Turn 151, 820 AD: Good Witch of the East's Catapult is hit for 30 (40/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 5 (Sushi) is hit for 13 (61/100HP)
Turn 151, 820 AD: Good Witch of the East's Catapult is hit for 30 (10/100HP)
Turn 151, 820 AD: Good Witch of the East's Catapult is hit for 30 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 5 (Sushi) has defeated Good Witch of the East's Catapult!
Turn 151, 820 AD: Dorothy's Cuirassier 8 (New York) (12.00) vs Good Witch of the East's Chariot (4.80)
Turn 151, 820 AD: Combat Odds: 99.9%
Turn 151, 820 AD: (Extra Combat: +20%)
Turn 151, 820 AD: Good Witch of the East's Chariot is hit for 30 (70/100HP)
Turn 151, 820 AD: Good Witch of the East's Chariot is hit for 30 (40/100HP)
Turn 151, 820 AD: Good Witch of the East's Chariot is hit for 30 (10/100HP)
Turn 151, 820 AD: Good Witch of the East's Chariot is hit for 30 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 8 (New York) has defeated Good Witch of the East's Chariot!
Turn 151, 820 AD: Dorothy's Longbowman 4 (Emerald City) (6.00) vs Good Witch of the East's Trebuchet (4.00)
Turn 151, 820 AD: Combat Odds: 92.7%
Turn 151, 820 AD: Good Witch of the East's Trebuchet is hit for 24 (76/100HP)
Turn 151, 820 AD: Dorothy's Longbowman 4 (Emerald City) is hit for 16 (84/100HP)
Turn 151, 820 AD: Good Witch of the East's Trebuchet is hit for 24 (52/100HP)
Turn 151, 820 AD: Dorothy's Longbowman 4 (Emerald City) is hit for 16 (68/100HP)
Turn 151, 820 AD: Good Witch of the East's Trebuchet is hit for 24 (28/100HP)
Turn 151, 820 AD: Good Witch of the East's Trebuchet is hit for 24 (4/100HP)
Turn 151, 820 AD: Good Witch of the East's Trebuchet is hit for 24 (0/100HP)
Turn 151, 820 AD: Dorothy's Longbowman 4 (Emerald City) has defeated Good Witch of the East's Trebuchet!
Turn 151, 820 AD: You have captured Ayodhya!!!
Turn 151, 820 AD: Dorothy's Cuirassier 2 (Washington) (14.19) vs Good Witch of the East's Trebuchet (4.00)
Turn 151, 820 AD: Combat Odds: 100.0%
Turn 151, 820 AD: (Extra Combat: -30%)
Turn 151, 820 AD: Good Witch of the East's Trebuchet is hit for 36 (64/100HP)
Turn 151, 820 AD: Good Witch of the East's Trebuchet is hit for 36 (28/100HP)
Turn 151, 820 AD: Good Witch of the East's Trebuchet is hit for 36 (0/100HP)
Turn 151, 820 AD: Dorothy's Cuirassier 2 (Washington) has defeated Good Witch of the East's Trebuchet!
Turn 151, 820 AD: You have discovered Drama!
Turn 151, 820 AD: You have discovered Theology!
Turn 151, 820 AD: You have discovered Optics!
Turn 151, 820 AD: The borders of Pretty Pachys have expanded!
Turn 151, 820 AD: Werner Heisenberg (Great Scientist) has been born in Nottingham (Good Witch of the North)!
Turn 151, 820 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 46 of 115 Total Votes)

Turn 152, 840 AD: Dorothy adopts Representation!
Turn 152, 840 AD: Dorothy adopts Bureaucracy!
Turn 152, 840 AD: You have constructed a University in New York. Work has now begun on a Work Boat.
Turn 152, 840 AD: Judaism has spread in Warwick.
Turn 152, 840 AD: Good Witch of the East's Spearman (4.40) vs Dorothy's Longbowman 6 (New York) (9.90)
Turn 152, 840 AD: Combat Odds: 0.3%
Turn 152, 840 AD: (Extra Combat: -10%)
Turn 152, 840 AD: (Plot Defense: +20%)
Turn 152, 840 AD: (City Defense: +45%)
Turn 152, 840 AD: Good Witch of the East's Spearman is hit for 29 (71/100HP)
Turn 152, 840 AD: Good Witch of the East's Spearman is hit for 29 (42/100HP)
Turn 152, 840 AD: Dorothy's Longbowman 6 (New York) is hit for 13 (87/100HP)
Turn 152, 840 AD: Good Witch of the East's Spearman is hit for 29 (13/100HP)
Turn 152, 840 AD: Good Witch of the East's Spearman is hit for 29 (0/100HP)
Turn 152, 840 AD: Dorothy's Longbowman 6 (New York) has defeated Good Witch of the East's Spearman!
Turn 152, 840 AD: Barbarian's Galley (2.00) vs Dorothy's Galley 2 (Pretty Pachys) (2.20)
Turn 152, 840 AD: Combat Odds: 32.2%
Turn 152, 840 AD: (Plot Defense: +10%)
Turn 152, 840 AD: Dorothy's Galley 2 (Pretty Pachys) is hit for 19 (81/100HP)
Turn 152, 840 AD: Dorothy's Galley 2 (Pretty Pachys) is hit for 19 (62/100HP)
Turn 152, 840 AD: Dorothy's Galley 2 (Pretty Pachys) is hit for 19 (43/100HP)
Turn 152, 840 AD: Dorothy's Galley 2 (Pretty Pachys) is hit for 19 (24/100HP)
Turn 152, 840 AD: Dorothy's Galley 2 (Pretty Pachys) is hit for 19 (5/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 20 (80/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 20 (60/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 20 (40/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 20 (20/100HP)
Turn 152, 840 AD: Dorothy's Galley 2 (Pretty Pachys) is hit for 19 (0/100HP)
Turn 152, 840 AD: Barbarian's Galley has defeated Dorothy's Galley 2 (Pretty Pachys)!

Turn 153, 860 AD: Dorothy's Cuirassier 8 (New York) (14.40) vs Good Witch of the East's Longbowman (10.20)
Turn 153, 860 AD: Combat Odds: 88.2%
Turn 153, 860 AD: (Extra Combat: -20%)
Turn 153, 860 AD: (Plot Defense: +20%)
Turn 153, 860 AD: (Fortify: +25%)
Turn 153, 860 AD: (City Defense: +25%)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (77/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 8 (New York) is hit for 16 (84/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 8 (New York) is hit for 16 (68/100HP)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (54/100HP)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (31/100HP)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (8/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 8 (New York) is hit for 16 (52/100HP)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (0/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 8 (New York) has defeated Good Witch of the East's Longbowman!
Turn 153, 860 AD: Dorothy's Cuirassier 3 (Pretty Pachys) (14.40) vs Good Witch of the East's Longbowman (10.20)
Turn 153, 860 AD: Combat Odds: 88.2%
Turn 153, 860 AD: (Extra Combat: -20%)
Turn 153, 860 AD: (Plot Defense: +20%)
Turn 153, 860 AD: (Fortify: +25%)
Turn 153, 860 AD: (City Defense: +25%)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (77/100HP)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (54/100HP)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (31/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 3 (Pretty Pachys) is hit for 16 (84/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 3 (Pretty Pachys) is hit for 16 (68/100HP)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (8/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 3 (Pretty Pachys) is hit for 16 (52/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 3 (Pretty Pachys) is hit for 16 (36/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 3 (Pretty Pachys) is hit for 16 (20/100HP)
Turn 153, 860 AD: Good Witch of the East's Longbowman is hit for 23 (0/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 3 (Pretty Pachys) has defeated Good Witch of the East's Longbowman!
Turn 153, 860 AD: Dorothy's Cuirassier 6 (Washington) (12.94) vs Good Witch of the East's Horse Archer (6.00)
Turn 153, 860 AD: Combat Odds: 98.6%
Turn 153, 860 AD: (Extra Combat: -30%)
Turn 153, 860 AD: Good Witch of the East's Horse Archer is hit for 30 (70/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 6 (Washington) is hit for 13 (70/100HP)
Turn 153, 860 AD: Good Witch of the East's Horse Archer is hit for 30 (40/100HP)
Turn 153, 860 AD: Good Witch of the East's Horse Archer is hit for 30 (10/100HP)
Turn 153, 860 AD: Good Witch of the East's Horse Archer is hit for 30 (0/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 6 (Washington) has defeated Good Witch of the East's Horse Archer!
Turn 153, 860 AD: You have captured Kolhapur!!!
Turn 153, 860 AD: Dorothy's Cuirassier 2 (Washington) (15.60) vs Good Witch of the East's Trebuchet (4.00)
Turn 153, 860 AD: Combat Odds: 100.0%
Turn 153, 860 AD: (Extra Combat: -30%)
Turn 153, 860 AD: Good Witch of the East's Trebuchet is hit for 36 (64/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 2 (Washington) is hit for 10 (90/100HP)
Turn 153, 860 AD: Good Witch of the East's Trebuchet is hit for 36 (28/100HP)
Turn 153, 860 AD: Good Witch of the East's Trebuchet is hit for 36 (0/100HP)
Turn 153, 860 AD: Dorothy's Cuirassier 2 (Washington) has defeated Good Witch of the East's Trebuchet!
Turn 153, 860 AD: You have discovered Guilds!
Turn 153, 860 AD: You have trained a Cuirassier in Sushi. Work has now begun on Jewish Missionary.
Turn 153, 860 AD: You have trained a Cuirassier in Iceball City. Work has now begun on a Worker.
Turn 153, 860 AD: Good Witch of the East adopts Bureaucracy!

Turn 154, 880 AD: New York has grown to size 8.
Turn 154, 880 AD: Iceball City has grown to size 8.
Turn 154, 880 AD: Iceball City can hurry Worker for 3⇴ with 16ℤ overflow and +1⇤ for 13 turns.
Turn 154, 880 AD: Boston has grown to size 3.
Turn 154, 880 AD: Philadelphia has grown to size 4.
Turn 154, 880 AD: Philadelphia can hurry Theatre for 2⇴ with 34ℤ overflow and +1⇤ for 10 turns.
Turn 154, 880 AD: Ayodhya will be pacified on the next turn.
Turn 154, 880 AD: Good Witch of the South has 50 gold available for trade.
Turn 154, 880 AD: Good Witch of the North has 60 gold available for trade.
Turn 154, 880 AD: Wicked Witch of the East has 160 gold available for trade.
Turn 154, 880 AD: Good Witch of the East has 210 gold available for trade.
Turn 154, 880 AD: The borders of Silver Heights are about to expand.
Turn 154, 880 AD: Clearing a Forest has created 30 ℤ for Baltimore.
Turn 154, 880 AD: Clearing a Forest has created 30 ℤ for Iceball City.
Turn 154, 880 AD: Crab Town will grow to size 10 on the next turn.
Turn 154, 880 AD: New Orleans will grow to size 4 on the next turn.
Turn 154, 880 AD: The borders of Silver Heights have expanded!
Turn 154, 880 AD: You have constructed a Granary in New Orleans. Work has now begun on a Galley.
Turn 154, 880 AD: Good Witch of the South adopts Bureaucracy!
Turn 154, 880 AD: Good Witch of the South adopts Organized Religion!
Turn 154, 880 AD: Nain Singh (Great Engineer) has been born in Ulundi (Wicked Witch of the South)!

Turn 155, 900 AD: The enemy has been spotted near New Orleans!
Turn 155, 900 AD: The enemy has been spotted near Kolhapur!
Turn 155, 900 AD: Pretty Pachys can hurry Taoist Monastery for 1⇴ with 40ℤ overflow, 18ℴ added to the treasury, and +1⇤ for 12 turns.
Turn 155, 900 AD: Crab Town has grown to size 10.
Turn 155, 900 AD: Sty Land can hurry Cuirassier for 3⇴ with 44ℤ overflow and +1⇤ for 28 turns.
Turn 155, 900 AD: Boston can hurry Lighthouse for 1⇴ with 18ℤ overflow and +1⇤ for 23 turns.
Turn 155, 900 AD: New Orleans has grown to size 4.
Turn 155, 900 AD: Ayodhya has been pacified.
Turn 155, 900 AD: Dorothy's Cuirassier 16 (Washington) (12.00) vs Good Witch of the East's War Elephant (13.60)
Turn 155, 900 AD: Combat Odds: 30.3%
Turn 155, 900 AD: (Extra Combat: +20%)
Turn 155, 900 AD: (Combat: +50%)
Turn 155, 900 AD: Dorothy's Cuirassier 16 (Washington) is hit for 21 (79/100HP)
Turn 155, 900 AD: Good Witch of the East's War Elephant is hit for 18 (82/100HP)
Turn 155, 900 AD: Good Witch of the East's War Elephant is hit for 18 (64/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 16 (Washington) is hit for 21 (58/100HP)
Turn 155, 900 AD: Good Witch of the East's War Elephant is hit for 18 (46/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 16 (Washington) is hit for 21 (37/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 16 (Washington) is hit for 21 (16/100HP)
Turn 155, 900 AD: Your Cuirassier 16 (Washington) has damaged 1 units by flanking the enemy positions.
Turn 155, 900 AD: Your Cuirassier 16 (Washington) has withdrawn from combat with a War Elephant!
Turn 155, 900 AD: Dorothy's Cuirassier 7 (Washington) (12.96) vs Good Witch of the East's Horse Archer (7.20)
Turn 155, 900 AD: Combat Odds: 97.1%
Turn 155, 900 AD: (Extra Combat: -20%)
Turn 155, 900 AD: (Extra Combat: +20%)
Turn 155, 900 AD: Good Witch of the East's Horse Archer is hit for 27 (73/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 7 (Washington) is hit for 14 (76/100HP)
Turn 155, 900 AD: Good Witch of the East's Horse Archer is hit for 27 (46/100HP)
Turn 155, 900 AD: Good Witch of the East's Horse Archer is hit for 27 (19/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 7 (Washington) is hit for 14 (62/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 7 (Washington) is hit for 14 (48/100HP)
Turn 155, 900 AD: Good Witch of the East's Horse Archer is hit for 27 (0/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 7 (Washington) has defeated Good Witch of the East's Horse Archer!
Turn 155, 900 AD: Your Cuirassier 7 (Washington) has damaged 2 units by flanking the enemy positions.
Turn 155, 900 AD: Your Cuirassier 7 (Washington) has destroyed a Horse Archer!
Turn 155, 900 AD: Dorothy's Cuirassier 8 (New York) (11.85) vs Good Witch of the East's War Elephant (6.25)
Turn 155, 900 AD: Combat Odds: 97.9%
Turn 155, 900 AD: (Extra Combat: -30%)
Turn 155, 900 AD: (Extra Combat: +20%)
Turn 155, 900 AD: (Combat: +50%)
Turn 155, 900 AD: Dorothy's Cuirassier 8 (New York) is hit for 17 (59/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 8 (New York) is hit for 17 (42/100HP)
Turn 155, 900 AD: Good Witch of the East's War Elephant is hit for 23 (23/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 8 (New York) is hit for 17 (25/100HP)
Turn 155, 900 AD: Good Witch of the East's War Elephant is hit for 23 (0/100HP)
Turn 155, 900 AD: Dorothy's Cuirassier 8 (New York) has defeated Good Witch of the East's War Elephant!
Turn 155, 900 AD: Your Cuirassier 8 (New York) has damaged 2 units by flanking the enemy positions.
Turn 155, 900 AD: Your Cuirassier 8 (New York) has destroyed a War Elephant!
Turn 155, 900 AD: Dorothy's Longbowman 4 (Emerald City) (6.00) vs Good Witch of the East's Trebuchet (2.00)
Turn 155, 900 AD: Combat Odds: 100.0%
Turn 155, 900 AD: Good Witch of the East's Trebuchet is hit for 28 (22/100HP)
Turn 155, 900 AD: Dorothy's Longbowman 4 (Emerald City) is hit for 14 (86/100HP)
Turn 155, 900 AD: Good Witch of the East's Trebuchet is hit for 28 (0/100HP)
Turn 155, 900 AD: Dorothy's Longbowman 4 (Emerald City) has defeated Good Witch of the East's Trebuchet!
Turn 155, 900 AD: Your Longbowman 4 (Emerald City) has destroyed a Trebuchet!
Turn 155, 900 AD: Dorothy's Chariot 8 (Emerald City) (4.40) vs Good Witch of the East's Trebuchet (1.28)
Turn 155, 900 AD: Combat Odds: 100.0%
Turn 155, 900 AD: (Extra Combat: -10%)
Turn 155, 900 AD: Good Witch of the East's Trebuchet is hit for 25 (7/100HP)
Turn 155, 900 AD: Good Witch of the East's Trebuchet is hit for 25 (0/100HP)
Turn 155, 900 AD: Dorothy's Chariot 8 (Emerald City) has defeated Good Witch of the East's Trebuchet!
Turn 155, 900 AD: Your Chariot 8 (Emerald City) has destroyed a Trebuchet!
Turn 155, 900 AD: Sushi will grow to size 8 on the next turn.
Turn 155, 900 AD: Baltimore will grow to size 5 on the next turn.
Turn 155, 900 AD: Philadelphia will grow to size 5 on the next turn.
Turn 155, 900 AD: You have discovered Banking!
Turn 155, 900 AD: Silver Heights celebrates "We Love the Prime Minister Day"!!!
Turn 155, 900 AD: You have trained a Worker in Iceball City. Work has now begun on a Forge.
Turn 155, 900 AD: Wicked Witch of the South has completed The Parthenon!
Turn 155, 900 AD: A Spy has been stumbled upon while operating near the American city of New York!
Turn 155, 900 AD: Good Witch of the East's Caravel (3.30) vs Dorothy's Trireme 1 (Sty Land) (2.20)
Turn 155, 900 AD: Combat Odds: 90.1%
Turn 155, 900 AD: (Extra Combat: -10%)
Turn 155, 900 AD: (Plot Defense: +10%)
Turn 155, 900 AD: Dorothy's Trireme 1 (Sty Land) is hit for 24 (76/100HP)
Turn 155, 900 AD: Dorothy's Trireme 1 (Sty Land) is hit for 24 (52/100HP)
Turn 155, 900 AD: Dorothy's Trireme 1 (Sty Land) is hit for 24 (28/100HP)
Turn 155, 900 AD: Dorothy's Trireme 1 (Sty Land) is hit for 24 (4/100HP)
Turn 155, 900 AD: Dorothy's Trireme 1 (Sty Land) is hit for 24 (0/100HP)
Turn 155, 900 AD: Good Witch of the East's Caravel has defeated Dorothy's Trireme 1 (Sty Land)!
Turn 155, 900 AD: While defending, your Trireme 1 (Sty Land) was destroyed by a Indian Caravel!

Turn 156, 920 AD: The enemy has been spotted near Washington!
Turn 156, 920 AD: Emerald City can hurry Cuirassier for 2⇴ with 48ℤ overflow and +1⇤ for 11 turns.
Turn 156, 920 AD: Washington can hurry Cuirassier for 1⇴ with 44ℤ overflow, 17ℴ added to the treasury, and +1⇤ for 11 turns.
Turn 156, 920 AD: Sushi has grown to size 8.
Turn 156, 920 AD: Sushi can hurry Cuirassier for 3⇴ with 36ℤ overflow and +1⇤ for 21 turns.
Turn 156, 920 AD: New Orleans can hurry Galley for 2⇴ with 26ℤ overflow and +1⇤ for 11 turns.
Turn 156, 920 AD: Baltimore has grown to size 5.
Turn 156, 920 AD: Philadelphia has grown to size 5.
Turn 156, 920 AD: Wicked Witch of the North has 100 gold available for trade.
Turn 156, 920 AD: Dorothy's Cuirassier 19 (Iceball City) (13.20) vs Good Witch of the East's Crossbowman (7.20)
Turn 156, 920 AD: Combat Odds: 98.7%
Turn 156, 920 AD: (Extra Combat: -10%)
Turn 156, 920 AD: (Extra Combat: +20%)
Turn 156, 920 AD: Dorothy's Cuirassier 19 (Iceball City) is hit for 14 (86/100HP)
Turn 156, 920 AD: Good Witch of the East's Crossbowman is hit for 26 (74/100HP)
Turn 156, 920 AD: Good Witch of the East's Crossbowman is hit for 26 (48/100HP)
Turn 156, 920 AD: Dorothy's Cuirassier 19 (Iceball City) is hit for 14 (72/100HP)
Turn 156, 920 AD: Dorothy's Cuirassier 19 (Iceball City) is hit for 14 (58/100HP)
Turn 156, 920 AD: Good Witch of the East's Crossbowman is hit for 26 (22/100HP)
Turn 156, 920 AD: Good Witch of the East's Crossbowman is hit for 26 (0/100HP)
Turn 156, 920 AD: Dorothy's Cuirassier 19 (Iceball City) has defeated Good Witch of the East's Crossbowman!
Turn 156, 920 AD: Hernan Cortes (Great General) has been born in Emerald City (Dorothy)!
Turn 156, 920 AD: Your Cuirassier 19 (Iceball City) has destroyed a Crossbowman!
Turn 156, 920 AD: Dorothy's Cuirassier 10 (Pretty Pachys) (14.40) vs Good Witch of the East's Longbowman (12.60)
Turn 156, 920 AD: Combat Odds: 70.3%
Turn 156, 920 AD: (Extra Combat: -20%)
Turn 156, 920 AD: (Plot Defense: +40%)
Turn 156, 920 AD: (Fortify: +25%)
Turn 156, 920 AD: (City Defense: +45%)
Turn 156, 920 AD: Good Witch of the East's Longbowman is hit for 21 (79/100HP)
Turn 156, 920 AD: Good Witch of the East's Longbowman is hit for 21 (58/100HP)
Turn 156, 920 AD: Good Witch of the East's Longbowman is hit for 21 (37/100HP)
Turn 156, 920 AD: Dorothy's Cuirassier 10 (Pretty Pachys) is hit for 18 (82/100HP)
Turn 156, 920 AD: Good Witch of the East's Longbowman is hit for 21 (16/100HP)
Turn 156, 920 AD: Good Witch of the East's Longbowman is hit for 21 (0/100HP)
Turn 156, 920 AD: Dorothy's Cuirassier 10 (Pretty Pachys) has defeated Good Witch of the East's Longbowman!
Turn 156, 920 AD: Your Cuirassier 10 (Pretty Pachys) has destroyed a Longbowman!
Turn 156, 920 AD: Dorothy's Cuirassier 2 (Washington) (15.60) vs Good Witch of the East's Swordsman (10.50)
Turn 156, 920 AD: Combat Odds: 89.8%
Turn 156, 920 AD: (Extra Combat: -30%)
Turn 156, 920 AD: (Extra Combat: +10%)
Turn 156, 920 AD: (Plot Defense: +40%)
Turn 156, 920 AD: (Fortify: +25%)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (76/100HP)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (52/100HP)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (28/100HP)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (4/100HP)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (0/100HP)
Turn 156, 920 AD: Dorothy's Cuirassier 2 (Washington) has defeated Good Witch of the East's Swordsman!
Turn 156, 920 AD: Your Cuirassier 2 (Washington) has destroyed a Swordsman!
Turn 156, 920 AD: Dorothy's Cuirassier 6 (Washington) (15.60) vs Good Witch of the East's Swordsman (10.50)
Turn 156, 920 AD: Combat Odds: 89.8%
Turn 156, 920 AD: (Extra Combat: -30%)
Turn 156, 920 AD: (Extra Combat: +10%)
Turn 156, 920 AD: (Plot Defense: +40%)
Turn 156, 920 AD: (Fortify: +25%)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (76/100HP)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (52/100HP)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (28/100HP)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (4/100HP)
Turn 156, 920 AD: Dorothy's Cuirassier 6 (Washington) is hit for 16 (84/100HP)
Turn 156, 920 AD: Good Witch of the East's Swordsman is hit for 24 (0/100HP)
Turn 156, 920 AD: Dorothy's Cuirassier 6 (Washington) has defeated Good Witch of the East's Swordsman!
Turn 156, 920 AD: Your Cuirassier 6 (Washington) has destroyed a Swordsman!
Turn 156, 920 AD: You have captured Hyderabad!!!
Turn 156, 920 AD: Your Cuirassier 1 (Emerald City) has destroyed a Fast Worker!
Turn 156, 920 AD: You have captured a Worker
Turn 156, 920 AD: Judaism has spread in Baltimore.
Turn 156, 920 AD: Taoism has spread in YellowBrickRoad.

 
Yep noticed the power graph. Looks good doesn't it. :)

Obviously alot depends on finding the Wiz. This would also affect anyone going culture or diplo. Though diplo would have a much better tech rate than culture (normally).

One option we haven't done yet is building wealth if we need to boost our tech rate in the short term.

Another option which Grifftavian (I think) bought up for civics was using Nationalism. That way we can draft our defenders and its alot cheaper civic to run than Bureacracy.

Edit: Taken me hours to write this and have to look at Ozbenno's save before more comments. Looking good though. :)
 
@Ozbenno is possible to upload the Buffy log as well please. :)

Techs. I agree with Economics - Then think PP - Rep Parts - Rifling... :)

What I would do though is turn off tech this turn and wait till Oxford is built and then go at 100% for a while (till we run out of cash).

Not sure on a couple of builds? Galley in New orleans. Would have gone for caravel or barracks.

Caravel in NY I would change to a forge and whip before we (or if) we change civics. We would need at least 2 to attack Asokas caravel and as it can't pillage just leave ti there till it disappears.

Theatre in Philly. To see across the mountains we would need to many culture points. Probably quicker to Physics. Especially as that range would need a para or nuke to get to from what we can see.

Couple of little MM which should be checked each turn though not massive in the scheme of things do have an effect over the whole game.

Scientist in Sty Land should either work the incense for more beakers or farm for quicker growth.

YBR should work the plains workshop until the gold is back online. Might be a possibility to get another GP from here after SH.

Ayodha should work its hammer tiles to pop borders this turn rather than wait a couple of turns. Phants need camping as well here. I pillaged them so if Asoka was building any before we took the city the build would have been lost.

Pike GG. It should be at the front with the troops so it can take part in a few battles to get the extra healing promotions for faster healing.

Our GG I would favour getting another GG healer. Where going to have to war on at least 2 fronts and the quicker our troops heal the better for a speedier victory. Noticed we had a cuirassier with flanking promotions. As they are immune to FS we'd be much better going with combat promotions. Though did notice you used it against the WE.

GP's Silver Heights could run a couple of scientists to get the GP out during the GA. Then decide what to do with it when we see what sort it is.

Resource Trades.

We don't have silver so would re-negotiate with GK. Probably have to wait till next turn to get his free cash and we could use crabs/clams.

Also Ozbenno don't be afraid to use the whip. Places like Sushi etc are designed for it... Need more troops quicker... lol

All looks good though. :)
 
Looking good Oz!

More medics, the regular type, for healing in the rear, and move the GG Pike to the front (carefully so he is not exposed to a Xbow or Mace) as Sleepless says.

Caravels can KILL WB's, the 1 south of NY needs at least a 1 Caravel escort.

Whip more as Sleepless says, at least once every 15 turns if not more where we have excess food of course. You could even whip some Caravels if they are important enough.

:please:, Remember when you whip to set up 2 or 3 pop whips with close to max overflow. Whips with forges are worth 37:hammers:. So you can 2 pop whip Cuirassiers with < 63/100:hammers:, or 3 pop whip them with < 26/100:hammers:

There is so much invested in the Theater that I would finish it, but this city can build and whip NAVY please!

Not sure about the Galley build either.

Teching...I would go 0% until OxU is complete, it can be completed in 3 turns if you steal the plains forest from Sushi and assign an Engineer and starve a bit for those 3 turns.

Chemistry adds a hammer to all of our workshops! And then we can build more workshops. State Property with Communism and Caste(if we are not forced out of it by Emancipation) make workshops about as good as it gets! Other than Watermills with Electricity of course!
 
The wb is ok as its to net the whales next turn so can't be attacked from what we can see. Also once we have varanasi need to split a few cuirassiers off for the city in the North and try and kill Asoka off quicker.

Civics for the last turn of the GA?

My vote is rep/Bureau or nationhood (don't mind)/slavery or caste (slight pref for slavery and whip out some courthouses as well as units)/merc/theo as most of our core will have been built for OR and the +2 promotions will be well used :)
 
Looking good, Ozbenno! :hatsoff:

Tech Path: Econ is a good choice. Nobody has it yet, and nobody has it listed in their "Can Research" column on the Foreign Adviser/Techs screen! We should be first, and we can use the free GMerchant for another Trade Mission.

After Econ, I'll propose the following for team consideration...

Silver Heights will grow to size 12 next turn, and is also scheduled to produce our next GP in 5 turns, with a 66% chance of a GScientist. I propose assigning the new Citizen as a Scientist, and adding a 2nd Scientist from either one of the coastal tiles (if it doesn't cause SH to starve to the point of losing population) or from one of the 0 food/4 hammer tiles (if the coastal tile would cause SH to lose population before the GP is produced). That will increase our chance of getting a GScientist out of SH. After Econ, put a few more turns into Astronomy until the GScientist is born, use the GS to bulb most of Printing Press, and then switch to Printing Press and finish it ourselves.

Washington/HE City: I think building West Point here is a good idea.

Civics: I'd favor changing to Mercantilism & Theocracy; the free Specialist in all cities from Merc works nicely with Representation, and Theocracy gives our units +2 XP in cities with Judaism and offsets the increased Civics cost of switching to Merc. And I still like Nationalism. It lets us Draft city garrison units in our captured cities. It also gives us an espionage bonus in all cities, and +2 :) in all cities with a Barracks. The downside is we lose hammers & gold in ML, but the gold lost would be offset by reducing our Civics cost by 30 gold/turn from switching to Nationalism.

Nationalism also keeps open the possibility of trying the Globe Theater/Draft/Whip gambit. I see that the Indian City of Varanasi has four very nice food resources, which would make it a good candidate for the Globe Theater/Draft/Whip gambit.

Other thoughts: If we build 5 more Courthouses, we can build The Forbidden Palace in a captured Indian City to reduce maintenance costs. Lahore or Madurai would make a good candidates once we capture them, as they are close to the Viking cities we'll soon be capturing.
 
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