SGOTM 14 - Misfit Gypsy Nuts

West Point is 800 hammers 400 reduced with having stone. that is a lot of hammers and alot of time spent building it. Time and hammers which would be much better used building units!! So I would ignore WP this game.

Agree Nat would be a good civic though we can't draft till the Indians are dead or we have more culture in there cities. But drafting out of Boston - NO - Philadelphia and cities like that with our high happy cap is a good idea.

Draft is even better when we can get rifles. There only 4 techs away and if we bulb PP (if a GS) 3 and a TM from the economics GM not very far away at all. :)

So I will put my recommendations in as

Civics. Rep/Nat/Slave/Merc/Theo.

Tech - Economics @0% until Oxford is built - PP - RP - Rifles.

The Wiz - Def doesn't look like his in the top mountain range. The one in the middle West of Shaka looks more of a possibilty. If we build a city next to the iron West of Khangela and concentrate on getting a wb out of there we should know more. Also looks like the ice pack is put there to stop us getting land access so seems even more likely that is where we find him.

Of course we could always wait till we attack Shaka for the boat as we need to do that next anyway. :)
 
OK, I'll take that on board, whipping will be done. Want to whip that theatre in any case.

Civics. Rep/Nat/Slave/Merc/Theo - Don't really need bureaucracy so Nationhood seems OK.

Tech will be wound down until Oxford finishes. Economics and then onto Rifling.

Will get the pike to the front for some action, means he is less effective as a healer as I'm moving straight through captured cities as we have the weight of numbers. Problem is that he will be the top defender against war elephants and HAs so there is a (very small) chance he could die. Will use the second GG on the chariot maybe or another pike that is hanging around somewhere at the front.

Do we want to start assembling a stack for Ragnar, we should have enough to roll Asoka at the moment.
 
:)

If we think that the wizard is west of Shaka getting that city nearby is a priority, can also be a staging point for our attack there as well. I'll get a settler built and a worker and longbow to accompany.

Looking at the map and the amount of tiles needed for domination don't think there is any real need atm. I think that is where the Wiz (because of the placed ice pack) is but we are a long way off domination and need to take Shaka/Mansa's lands to do this.

Of course there is a possibility of still going for a UN win if we think we can do it quicker than domination.

Not sure how teams work on this or are they individuals? We would probably need GK/Liz group and Ghandi to vote for us. Or possibly just Ghandi/GK with all the land we will have from Asoka/Ragnar.

Of course saying that then we do need a city on the site to get access or send ships down below Shaka's lands. Probably the latter would be better if we don't attack him.

Still something to think about but we do need to finish Asoka and well on the way to finishing Ragnar first.

Military for Asoka? We still need more troops/defenders as our current troops need to heal and still have 8 (?) cities to take so more wounded and possible losses.

Civic changes. Need to leave till the last turn so Munchkin gets the bureacracy bonus for building Oxford.

Good Luck on the rest Ozbenno.
 
Civic changes. Need to leave till the last turn so Munchkin gets the bureacracy bonus for building Oxford.

Noted.

There is all the land in the SE corner that we don't know about either. We can explore this after taking down more of Asoka.

As for more troops for Asoka, we haven't lost a single unit yet, so will have 20+ curassiers on the front lines here. I think this is enough but can send down more but we should start up a second front. Could get 10+ curassiers ready for Ragnar in a few turns and start a second front, take the first few cities and wait for the Asoka forces to head that way.
 
Noted.

There is all the land in the SE corner that we don't know about either. We can explore this after taking down more of Asoka.

As for more troops for Asoka, we haven't lost a single unit yet, so will have 20+ curassiers on the front lines here. I think this is enough but can send down more but we should start up a second front. Could get 10+ curassiers ready for Ragnar in a few turns and start a second front, take the first few cities and wait for the Asoka forces to head that way.

Why I mentioned getting a road built asap down to NO and beyond to speed up our attack on Ragnar. I assume he's building a few more troops. Obviously not alot left of his original ones. :)

Asoka is till likely to have 30+ troops around with his amount of cities and though he will fall easily the need to heal some troops will delay it hence I think we still need more troops. Might be an idea to promote the chariot medic 1 in the stack and send it to NO along with other wounded troops unlikely to take further part in the attack on Asoka.
 
Lost my original post :mad:

Played until the end of the GA, changed civics last turn. Economy tanked but I queued up some courthouses to be whipped in the next turn or two.

Took another city and would have had a second but I lost a unit, will be ours next turn.

Stopped where I did because Ragnar is back



We can move the curassiers north to attack, which isn't across the river, so odds are we can wipe most of the stack.

Plenty of units are heading down as well for re-inforcements.

I won't get another chance to play for a few days so someone else can take this over.

Spoiler :
Here is your Session Turn Log from 920 AD to 980 AD:

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: 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: 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: 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: You have captured Hyderabad!!!
Turn 156, 920 AD: Judaism has spread in Baltimore.
Turn 156, 920 AD: Taoism has spread in YellowBrickRoad.
Turn 156, 920 AD: Silver Heights celebrates "We Love the Prime Minister Day"!!!
Turn 156, 920 AD: Islam has been founded in Vijayanagara!
Turn 156, 920 AD: Judaism has spread in Newcastle.
Turn 156, 920 AD: William T. G. Morton (Great Engineer) has been born in York (Good Witch of the North)!

Turn 157, 940 AD: The enemy has been spotted near New Orleans!
Turn 157, 940 AD: The enemy has been spotted near Washington!
Turn 157, 940 AD: MunchkinLand can hurry Oxford University for 5⇴ with 47ℤ overflow and +1⇤ for 10 turns.
Turn 157, 940 AD: Silver Heights has grown to size 12.
Turn 157, 940 AD: Pretty Pachys can hurry Cuirassier for 2⇴ with 53ℤ overflow and +1⇤ for 10 turns.
Turn 157, 940 AD: Baltimore can hurry Forge for 2⇴ with 9ℤ overflow and +1⇤ for 10 turns.
Turn 157, 940 AD: Kolhapur will be pacified on the next turn.
Turn 157, 940 AD: Good Witch of the South has 80 gold available for trade.
Turn 157, 940 AD: Good Witch of the West has 100 gold available for trade.
Turn 157, 940 AD: Wicked Witch of the South has 5 gold per turn available for trade.
Turn 157, 940 AD: Sushi will grow to size 6 on the next turn.
Turn 157, 940 AD: Philadelphia will grow to size 6 on the next turn.
Turn 157, 940 AD: Wicked Witch of the South has founded eThekwini.
Turn 157, 940 AD: Wicked Witch of the South adopts Bureaucracy!
Turn 157, 940 AD: Wicked Witch of the South adopts Mercantilism!
Turn 157, 940 AD: Judaism has spread in Ondini.
Turn 157, 940 AD: Good Witch of the North has completed The Sistine Chapel!

Turn 158, 960 AD: The enemy has been spotted near New Orleans!
Turn 158, 960 AD: The enemy has been spotted near New Orleans!
Turn 158, 960 AD: YellowBrickRoad can hurry Cuirassier for 2⇴ with 36ℤ overflow and +1⇤ for 19 turns.
Turn 158, 960 AD: Sushi has grown to size 6.
Turn 158, 960 AD: Sushi can hurry Library for 1⇴ with 28ℤ overflow and +1⇤ for 29 turns.
Turn 158, 960 AD: New Orleans can hurry Barracks for 2⇴ with 26ℤ overflow and +1⇤ for 10 turns.
Turn 158, 960 AD: Philadelphia has grown to size 6.
Turn 158, 960 AD: Philadelphia can hurry Library for 2⇴ with 16ℤ overflow and +1⇤ for 10 turns.
Turn 158, 960 AD: Kolhapur has been pacified.
Turn 158, 960 AD: Good Witch of the North has 110 gold available for trade.
Turn 158, 960 AD: The borders of Ayodhya are about to expand.
Turn 158, 960 AD: Dorothy's Cuirassier 17 (Sty Land) (13.20) vs Good Witch of the East's Swordsman (9.00)
Turn 158, 960 AD: Combat Odds: 89.4%
Turn 158, 960 AD: (Extra Combat: -10%)
Turn 158, 960 AD: (Extra Combat: +10%)
Turn 158, 960 AD: (Plot Defense: +40%)
Turn 158, 960 AD: (Fortify: +25%)
Turn 158, 960 AD: (Combat: -25%)
Turn 158, 960 AD: Dorothy's Cuirassier 17 (Sty Land) is hit for 16 (84/100HP)
Turn 158, 960 AD: Good Witch of the East's Swordsman is hit for 24 (76/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 17 (Sty Land) is hit for 16 (68/100HP)
Turn 158, 960 AD: Good Witch of the East's Swordsman is hit for 24 (52/100HP)
Turn 158, 960 AD: Good Witch of the East's Swordsman is hit for 24 (28/100HP)
Turn 158, 960 AD: Good Witch of the East's Swordsman is hit for 24 (4/100HP)
Turn 158, 960 AD: Good Witch of the East's Swordsman is hit for 24 (0/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 17 (Sty Land) has defeated Good Witch of the East's Swordsman!
Turn 158, 960 AD: Your Cuirassier 17 (Sty Land) has destroyed a Swordsman!
Turn 158, 960 AD: Dorothy's Cuirassier 14 (Emerald City) (13.20) vs Good Witch of the East's Spearman (8.60)
Turn 158, 960 AD: Combat Odds: 90.8%
Turn 158, 960 AD: (Extra Combat: -10%)
Turn 158, 960 AD: (Plot Defense: +40%)
Turn 158, 960 AD: (Combat: -25%)
Turn 158, 960 AD: (Combat: +100%)
Turn 158, 960 AD: Good Witch of the East's Spearman is hit for 24 (76/100HP)
Turn 158, 960 AD: Good Witch of the East's Spearman is hit for 24 (52/100HP)
Turn 158, 960 AD: Good Witch of the East's Spearman is hit for 24 (28/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 14 (Emerald City) is hit for 16 (84/100HP)
Turn 158, 960 AD: Good Witch of the East's Spearman is hit for 24 (4/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 14 (Emerald City) is hit for 16 (68/100HP)
Turn 158, 960 AD: Good Witch of the East's Spearman is hit for 24 (0/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 14 (Emerald City) has defeated Good Witch of the East's Spearman!
Turn 158, 960 AD: Your Cuirassier 14 (Emerald City) has destroyed a Spearman!
Turn 158, 960 AD: Dorothy's Cuirassier 1 (Emerald City) (14.40) vs Good Witch of the East's Axeman (8.75)
Turn 158, 960 AD: Combat Odds: 96.0%
Turn 158, 960 AD: (Extra Combat: -20%)
Turn 158, 960 AD: (Extra Combat: +10%)
Turn 158, 960 AD: (Plot Defense: +40%)
Turn 158, 960 AD: (Fortify: +25%)
Turn 158, 960 AD: Good Witch of the East's Axeman is hit for 25 (75/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 1 (Emerald City) is hit for 15 (85/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 1 (Emerald City) is hit for 15 (70/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 1 (Emerald City) is hit for 15 (55/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 1 (Emerald City) is hit for 15 (40/100HP)
Turn 158, 960 AD: Good Witch of the East's Axeman is hit for 25 (50/100HP)
Turn 158, 960 AD: Good Witch of the East's Axeman is hit for 25 (25/100HP)
Turn 158, 960 AD: Good Witch of the East's Axeman is hit for 25 (0/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 1 (Emerald City) has defeated Good Witch of the East's Axeman!
Turn 158, 960 AD: Your Cuirassier 1 (Emerald City) has destroyed a Axeman!
Turn 158, 960 AD: Dorothy's Cuirassier 4 (Sty Land) (14.40) vs Good Witch of the East's Horse Archer (6.60)
Turn 158, 960 AD: Combat Odds: 99.4%
Turn 158, 960 AD: (Extra Combat: -20%)
Turn 158, 960 AD: (Extra Combat: +10%)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 29 (71/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 4 (Sty Land) is hit for 13 (87/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 29 (42/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 29 (13/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 29 (0/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 4 (Sty Land) has defeated Good Witch of the East's Horse Archer!
Turn 158, 960 AD: Your Cuirassier 4 (Sty Land) has destroyed a Horse Archer!
Turn 158, 960 AD: You have captured Varanasi!!!
Turn 158, 960 AD: Dorothy's Cuirassier 9 (Emerald City) (14.40) vs Good Witch of the East's Horse Archer (7.20)
Turn 158, 960 AD: Combat Odds: 99.1%
Turn 158, 960 AD: (Extra Combat: -20%)
Turn 158, 960 AD: (Extra Combat: +20%)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 28 (72/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 28 (44/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 9 (Emerald City) is hit for 14 (86/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 28 (16/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 28 (0/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 9 (Emerald City) has defeated Good Witch of the East's Horse Archer!
Turn 158, 960 AD: Your Cuirassier 9 (Emerald City) has destroyed a Horse Archer!
Turn 158, 960 AD: Dorothy's Cuirassier 5 (Sushi) (13.20) vs Good Witch of the East's Horse Archer (7.20)
Turn 158, 960 AD: Combat Odds: 98.7%
Turn 158, 960 AD: (Extra Combat: -10%)
Turn 158, 960 AD: (Extra Combat: +20%)
Turn 158, 960 AD: Dorothy's Cuirassier 5 (Sushi) is hit for 14 (86/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 5 (Sushi) is hit for 14 (72/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 5 (Sushi) is hit for 14 (58/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 5 (Sushi) is hit for 14 (44/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 26 (74/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 5 (Sushi) is hit for 14 (30/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 26 (48/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 26 (22/100HP)
Turn 158, 960 AD: Good Witch of the East's Horse Archer is hit for 26 (0/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 5 (Sushi) has defeated Good Witch of the East's Horse Archer!
Turn 158, 960 AD: Your Cuirassier 5 (Sushi) has damaged 1 units by flanking the enemy positions.
Turn 158, 960 AD: Your Cuirassier 5 (Sushi) has destroyed a Horse Archer!
Turn 158, 960 AD: Dorothy's Cuirassier 19 (Iceball City) (11.37) vs Good Witch of the East's Trebuchet (2.96)
Turn 158, 960 AD: Combat Odds: 100.0%
Turn 158, 960 AD: (Extra Combat: -20%)
Turn 158, 960 AD: Dorothy's Cuirassier 19 (Iceball City) is hit for 11 (68/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 19 (Iceball City) is hit for 11 (57/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 19 (Iceball City) is hit for 11 (46/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 19 (Iceball City) is hit for 11 (35/100HP)
Turn 158, 960 AD: Good Witch of the East's Trebuchet is hit for 36 (38/100HP)
Turn 158, 960 AD: Good Witch of the East's Trebuchet is hit for 36 (2/100HP)
Turn 158, 960 AD: Good Witch of the East's Trebuchet is hit for 36 (0/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 19 (Iceball City) has defeated Good Witch of the East's Trebuchet!
Turn 158, 960 AD: Your Cuirassier 19 (Iceball City) has destroyed a Trebuchet!
Turn 158, 960 AD: Your Chariot 8 (Emerald City) has destroyed a Fast Worker!
Turn 158, 960 AD: You have captured a Worker
Turn 158, 960 AD: Dorothy's Cuirassier 2 (Washington) (15.60) vs Good Witch of the East's Chariot (4.80)
Turn 158, 960 AD: Combat Odds: 100.0%
Turn 158, 960 AD: (Extra Combat: -30%)
Turn 158, 960 AD: (Extra Combat: +20%)
Turn 158, 960 AD: Good Witch of the East's Chariot is hit for 34 (66/100HP)
Turn 158, 960 AD: Good Witch of the East's Chariot is hit for 34 (32/100HP)
Turn 158, 960 AD: Good Witch of the East's Chariot is hit for 34 (0/100HP)
Turn 158, 960 AD: Dorothy's Cuirassier 2 (Washington) has defeated Good Witch of the East's Chariot!
Turn 158, 960 AD: Your Cuirassier 2 (Washington) has destroyed a Chariot!
Turn 158, 960 AD: Taoism has spread in Washington.
Turn 158, 960 AD: MunchkinLand will grow to size 16 on the next turn.
Turn 158, 960 AD: Emerald City will grow to size 13 on the next turn.
Turn 158, 960 AD: Washington will grow to size 12 on the next turn.
Turn 158, 960 AD: New Orleans will grow to size 3 on the next turn.
Turn 158, 960 AD: Dorothy adopts Nationhood!
Turn 158, 960 AD: Dorothy adopts Mercantilism!
Turn 158, 960 AD: Dorothy adopts Theocracy!
Turn 158, 960 AD: Zu Chongzhi (Great Scientist) has been born in Silver Heights (Dorothy)!
Turn 158, 960 AD: You have constructed a Forge in Iceball City. Work has now begun on a Worker.
Turn 158, 960 AD: You have constructed a Barracks in New Orleans. Work has now begun on a Longbowman.
Turn 158, 960 AD: The borders of Ayodhya have expanded!
Turn 158, 960 AD: Dorothy's Golden Age has ended...

Turn 159, 980 AD: The enemy has been spotted near New Orleans!
Turn 159, 980 AD: The enemy has been spotted near New Orleans!
Turn 159, 980 AD: MunchkinLand has grown to size 16.
Turn 159, 980 AD: Emerald City has grown to size 13.
Turn 159, 980 AD: Emerald City can hurry Bank for 5⇴ with 45ℤ overflow and +1⇤ for 10 turns.
Turn 159, 980 AD: YellowBrickRoad has grown to size 9.
Turn 159, 980 AD: Washington has grown to size 12.
Turn 159, 980 AD: Washington can hurry Cuirassier for 1⇴ with 39ℤ overflow and +1⇤ for 10 turns.
Turn 159, 980 AD: Crab Town can hurry Cuirassier for 3⇴ with 35ℤ overflow and +1⇤ for 10 turns.
Turn 159, 980 AD: Iceball City can hurry Worker for 3⇴ with 20ℤ overflow and +1⇤ for 19 turns.
Turn 159, 980 AD: Boston can hurry Longbowman for 1⇴ with 14ℤ overflow and +1⇤ for 19 turns.
Turn 159, 980 AD: Good Witch of the West has 90 gold available for trade.
Turn 159, 980 AD: Good Witch of the East has 110 gold available for trade.
Turn 159, 980 AD: Wicked Witch of the South has 5 gold per turn available for trade.
Turn 159, 980 AD: Good Witch of the East has 7 gold per turn available for trade.
Turn 159, 980 AD: Dorothy's Cuirassier 9 (YellowBrickRoad) (14.40) vs Good Witch of the East's Maceman (12.40)
Turn 159, 980 AD: Combat Odds: 71.2%
Turn 159, 980 AD: (Extra Combat: -20%)
Turn 159, 980 AD: (Extra Combat: +10%)
Turn 159, 980 AD: (Plot Defense: +20%)
Turn 159, 980 AD: (Fortify: +25%)
Turn 159, 980 AD: Good Witch of the East's Maceman is hit for 21 (79/100HP)
Turn 159, 980 AD: Good Witch of the East's Maceman is hit for 21 (58/100HP)
Turn 159, 980 AD: Good Witch of the East's Maceman is hit for 21 (37/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 9 (YellowBrickRoad) is hit for 18 (82/100HP)
Turn 159, 980 AD: Good Witch of the East's Maceman is hit for 21 (16/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 9 (YellowBrickRoad) is hit for 18 (64/100HP)
Turn 159, 980 AD: Good Witch of the East's Maceman is hit for 21 (0/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 9 (YellowBrickRoad) has defeated Good Witch of the East's Maceman!
Turn 159, 980 AD: Your Cuirassier 9 (YellowBrickRoad) has destroyed a Maceman!
Turn 159, 980 AD: Dorothy's Cuirassier 11 (Sushi) (14.40) vs Good Witch of the East's Longbowman (11.40)
Turn 159, 980 AD: Combat Odds: 75.7%
Turn 159, 980 AD: (Extra Combat: -20%)
Turn 159, 980 AD: (Plot Defense: +20%)
Turn 159, 980 AD: (Fortify: +25%)
Turn 159, 980 AD: (City Defense: +45%)
Turn 159, 980 AD: Dorothy's Cuirassier 11 (Sushi) is hit for 17 (83/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 11 (Sushi) is hit for 17 (66/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 11 (Sushi) is hit for 17 (49/100HP)
Turn 159, 980 AD: Good Witch of the East's Longbowman is hit for 22 (78/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 11 (Sushi) is hit for 17 (32/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 11 (Sushi) is hit for 17 (15/100HP)
Turn 159, 980 AD: Good Witch of the East's Longbowman is hit for 22 (56/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 11 (Sushi) is hit for 17 (0/100HP)
Turn 159, 980 AD: Good Witch of the East's Longbowman has defeated Dorothy's Cuirassier 11 (Sushi)!
Turn 159, 980 AD: Your Cuirassier 11 (Sushi) has died trying to attack a Longbowman!
Turn 159, 980 AD: Dorothy's Cuirassier 6 (MunchkinLand) (13.20) vs Good Witch of the East's Spearman (7.80)
Turn 159, 980 AD: Combat Odds: 96.4%
Turn 159, 980 AD: (Extra Combat: -10%)
Turn 159, 980 AD: (Plot Defense: +20%)
Turn 159, 980 AD: (Combat: -25%)
Turn 159, 980 AD: (Combat: +100%)
Turn 159, 980 AD: Good Witch of the East's Spearman is hit for 25 (75/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 6 (MunchkinLand) is hit for 15 (85/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 6 (MunchkinLand) is hit for 15 (70/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 6 (MunchkinLand) is hit for 15 (55/100HP)
Turn 159, 980 AD: Good Witch of the East's Spearman is hit for 25 (50/100HP)
Turn 159, 980 AD: Good Witch of the East's Spearman is hit for 25 (25/100HP)
Turn 159, 980 AD: Good Witch of the East's Spearman is hit for 25 (0/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 6 (MunchkinLand) has defeated Good Witch of the East's Spearman!
Turn 159, 980 AD: Your Cuirassier 6 (MunchkinLand) has destroyed a Spearman!
Turn 159, 980 AD: Dorothy's Cuirassier 12 (Silver Heights) (14.40) vs Good Witch of the East's Axeman (7.75)
Turn 159, 980 AD: Combat Odds: 98.8%
Turn 159, 980 AD: (Extra Combat: -20%)
Turn 159, 980 AD: (Extra Combat: +10%)
Turn 159, 980 AD: (Plot Defense: +20%)
Turn 159, 980 AD: (Fortify: +25%)
Turn 159, 980 AD: Dorothy's Cuirassier 12 (Silver Heights) is hit for 14 (86/100HP)
Turn 159, 980 AD: Good Witch of the East's Axeman is hit for 27 (73/100HP)
Turn 159, 980 AD: Good Witch of the East's Axeman is hit for 27 (46/100HP)
Turn 159, 980 AD: Good Witch of the East's Axeman is hit for 27 (19/100HP)
Turn 159, 980 AD: Good Witch of the East's Axeman is hit for 27 (0/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 12 (Silver Heights) has defeated Good Witch of the East's Axeman!
Turn 159, 980 AD: Your Cuirassier 12 (Silver Heights) has destroyed a Axeman!
Turn 159, 980 AD: Dorothy's Cuirassier 13 (Crab Town) (14.40) vs Good Witch of the East's Longbowman (6.38)
Turn 159, 980 AD: Combat Odds: 99.5%
Turn 159, 980 AD: (Extra Combat: -20%)
Turn 159, 980 AD: (Plot Defense: +20%)
Turn 159, 980 AD: (Fortify: +25%)
Turn 159, 980 AD: (City Defense: +45%)
Turn 159, 980 AD: Good Witch of the East's Longbowman is hit for 25 (31/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 13 (Crab Town) is hit for 15 (85/100HP)
Turn 159, 980 AD: Good Witch of the East's Longbowman is hit for 25 (6/100HP)
Turn 159, 980 AD: Good Witch of the East's Longbowman is hit for 25 (0/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 13 (Crab Town) has defeated Good Witch of the East's Longbowman!
Turn 159, 980 AD: Your Cuirassier 13 (Crab Town) has destroyed a Longbowman!

 
Nice work Ozbenno!

The roster order is....

1) McArine - in the hole
2) Ronnie1 - waiting
3) Sleepless - waiting
4) Ozbenno - just played
5) Jericho Hill - UP NOW
6) Grifftavian - on deck

Advising only as of October 27th

Adrianj
Conquistador63....in limbo
JonShaw
da_Vinci

AWOL
Mighty Dwarf
ngraner42

@Griff....we haven't heard anything from JH for a while, so be ready to pick this tomorrow please.
 
:goodjob: Ozbenno.

few thoughts:

Looking at the tech screen both Ghandi/Mansa have Edu guess they just traded Nat for it. This means Economics is open and we really want the GM so...

I would whip Oxford in Munchkin this turn and run at 100% science till we get Economics. Should just be able to afford it and beat the Ai to it.

City builds? Our wealth rate unsurprisingly has dropped so after we get Economics we need to concentrate on getting alot of courthouses out. One of the reasons I preferred slavery over caste. So mass whipping of courthouses is in order.

Ragnars stack. It has 3 pikes 1 has formation. I would def attack with cuirassiers though this turn. The level 3 has 47% odds of survival/winning crossing the river so odds will be even better from 1n. Just as important they will flank the Trebs as well. We have 2 cuirassiers that can move from kolhapur onto the silk tile this turn as well blocking that tile if we kill the pikes. Can always move a lb or pike onto the forest square if needs be.

Resource trades. Sell Shaka our marble for 5 gold and clams to Liz for 2. Gives us a bit more gold per turn and nearly break even at 0% :).

Kolhapur max hammers and pop borders this turn to pick up crabs next turn though haven't really looked into city builds/tile uses.

City on the hill 3 W of khangela still a possibility we can think about to get a boat into the water there if it hasn't been taken already. Could send the chariot in Philly to have a look.
 
Also might be an idea for someone to play 1 turn and attack Ragnars stack and see what remains?
 
I have one question related to the cuirassier attack, maybe someone can enlighten me:
Cuirassiers have 15% chances of withdrawing from combat (some more with flanking promotions), but does that apply only when the attacking unit has movement points left? I ask because if we go N then attack SE it will have spent all its movement points.
 
I have one question related to the cuirassier attack, maybe someone can enlighten me:
Cuirassiers have 15% chances of withdrawing from combat (some more with flanking promotions), but does that apply only when the attacking unit has movement points left? I ask because if we go N then attack SE it will have spent all its movement points.

The chance of withdrawing is not affected by remaining movement!

I would be more than happy to take a crack at Ragnars stack if there is consensus, Oz could take it also if he desires!;)
 
That did not go so well. :(

Upload Log
Spoiler :
Turn 159, 980 AD: Dorothy's Cuirassier 7 (Washington) (15.60) vs Wicked Witch of the East's Pikeman (14.70)
Turn 159, 980 AD: Combat Odds: 65.9%
Turn 159, 980 AD: (Extra Combat: -30%)
Turn 159, 980 AD: (Extra Combat: +20%)
Turn 159, 980 AD: (Combat: +125%)
Turn 159, 980 AD: Dorothy's Cuirassier 7 (Washington) is hit for 19 (81/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 7 (Washington) is hit for 19 (62/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 7 (Washington) is hit for 19 (43/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 7 (Washington) is hit for 19 (24/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 20 (80/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 20 (60/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 20 (40/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 7 (Washington) is hit for 19 (5/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 7 (Washington) is hit for 19 (0/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman has defeated Dorothy's Cuirassier 7 (Washington)!
Turn 159, 980 AD: Your Cuirassier 7 (Washington) has died trying to attack a Pikeman!
Turn 159, 980 AD: Dorothy's Cuirassier 5 (Washington) (14.40) vs Wicked Witch of the East's Pikeman (13.80)
Turn 159, 980 AD: Combat Odds: 65.0%
Turn 159, 980 AD: (Extra Combat: -20%)
Turn 159, 980 AD: (Extra Combat: +30%)
Turn 159, 980 AD: (Combat: +100%)
Turn 159, 980 AD: Dorothy's Cuirassier 5 (Washington) is hit for 19 (81/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 5 (Washington) is hit for 19 (62/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 20 (80/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 5 (Washington) is hit for 19 (43/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 5 (Washington) is hit for 19 (24/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 5 (Washington) is hit for 19 (5/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 20 (60/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 5 (Washington) is hit for 19 (0/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman has defeated Dorothy's Cuirassier 5 (Washington)!
Turn 159, 980 AD: Your Cuirassier 5 (Washington) has died trying to attack a Pikeman!
Turn 159, 980 AD: Dorothy's Cuirassier 18 (Sushi) (12.00) vs Wicked Witch of the East's Pikeman (13.20)
Turn 159, 980 AD: Combat Odds: 32.2%
Turn 159, 980 AD: (Extra Combat: +20%)
Turn 159, 980 AD: (Combat: +100%)
Turn 159, 980 AD: Dorothy's Cuirassier 18 (Sushi) is hit for 20 (80/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 18 (Sushi) is hit for 20 (60/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 19 (81/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 18 (Sushi) is hit for 20 (40/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 18 (Sushi) is hit for 20 (20/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 19 (62/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 18 (Sushi) is hit for 20 (0/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman has defeated Dorothy's Cuirassier 18 (Sushi)!
Turn 159, 980 AD: Your Cuirassier 18 (Sushi) has died trying to attack a Pikeman!
Turn 159, 980 AD: Dorothy's Cuirassier 20 (Emerald City) (12.00) vs Wicked Witch of the East's Pikeman (8.28)
Turn 159, 980 AD: Combat Odds: 94.5%
Turn 159, 980 AD: (Extra Combat: +30%)
Turn 159, 980 AD: (Combat: +100%)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 20 (40/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 20 (20/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 20 (0/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 20 (Emerald City) has defeated Wicked Witch of the East's Pikeman!
Turn 159, 980 AD: Your Cuirassier 20 (Emerald City) has damaged 4 units by flanking the enemy positions.
Turn 159, 980 AD: Your Cuirassier 20 (Emerald City) has destroyed a Pikeman!
Turn 159, 980 AD: Dorothy's Cuirassier 22 (Washington) (12.00) vs Wicked Witch of the East's Pikeman (8.18)
Turn 159, 980 AD: Combat Odds: 94.7%
Turn 159, 980 AD: (Extra Combat: +20%)
Turn 159, 980 AD: (Combat: +100%)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 21 (41/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 21 (20/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 22 (Washington) is hit for 18 (82/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 22 (Washington) is hit for 18 (64/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 22 (Washington) is hit for 18 (46/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 22 (Washington) is hit for 18 (28/100HP)
Turn 159, 980 AD: Wicked Witch of the East's Pikeman is hit for 21 (0/100HP)
Turn 159, 980 AD: Dorothy's Cuirassier 22 (Washington) has defeated Wicked Witch of the East's Pikeman!
Turn 159, 980 AD: Your Cuirassier 22 (Washington) has damaged 3 units by flanking the enemy positions.
Turn 159, 980 AD: Your Cuirassier 22 (Washington) has destroyed a Pikeman!

Auto Log
Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 159/500 (980 AD) [27-Oct-2011 17:16:39]
While attacking, Cuirassier 7 (Washington) escapes from Viking Pikeman (Prob Victory: 65.9%)
While attacking in American territory at New Orleans, Cuirassier 7 (Washington) loses to Viking Pikeman (2.40/6) (Prob Victory: 65.9%)
While attacking, Cuirassier 5 (Washington) escapes from Viking Pikeman (Prob Victory: 65.0%)
While attacking in American territory at New Orleans, Cuirassier 5 (Washington) loses to Viking Pikeman (3.60/6) (Prob Victory: 65.0%)
Cuirassier 18 (Sushi) promoted: Flanking I
While attacking, Cuirassier 18 (Sushi) escapes from Viking Pikeman (Prob Victory: 32.2%)
While attacking in American territory at New Orleans, Cuirassier 18 (Sushi) loses to Viking Pikeman (3.72/6) (Prob Victory: 32.2%)
While attacking, Cuirassier 20 (Emerald City) decimates Viking Pikeman (Prob Victory: 94.5%)
While attacking in American territory at New Orleans, Cuirassier 20 (Emerald City) (12.00/12) defeats Viking Pikeman (Prob Victory: 94.5%)
While attacking, Cuirassier 22 (Washington) decimates Viking Pikeman (Prob Victory: 94.7%)
While attacking in American territory at New Orleans, Cuirassier 22 (Washington) (3.36/12) defeats Viking Pikeman (Prob Victory: 94.7%)
Cuirassier 22 (Washington) promoted: Combat I
Cuirassier 22 (Washington) promoted: Combat II
Longbowman 1 (Washington) promoted: City Garrison II
Longbowman 2 (Emerald City) promoted: City Garrison II
Cuirassier 25 (Washington) promoted: Combat I
What's left....

NEW SAVE UPLOADED! sorry...forgot to copy the link.
 
Well we had been having good RNG luck!

Not so bad as the pikes are gone, which means that the rest is easy meat for our curassiers. I imagine they will attack the exposed units, so we'll likely lose those, might be able to move a longbow to cover but risky as we don't want to lose the city, but as re-inforcements come we should be able to wipe them easily.
 
Bit unlucky on the RNG but on the plus side saves us 3 gold per turn.. :) That and sell our resources as I mentioned gets us back to 0gold at 0%... lol.

Good news is the weakened trebs. If they do as the previous stack and attack the cuirs on the grass tile they will cause collatteral to the flanking horse but hopefully not make much impression on the full strength cuir.

If they attack NO over the river don't think there would be to much left afterwards. Thats where the flanking bit comes in to damage the trebs.

The 2 cuirs to the N of NO I would promote one this turn to c2 and even if it dies might make a bit more of a fight??
 
Bit unlucky on the RNG but on the plus side saves us 3 gold per turn.. :) That and sell our resources as I mentioned gets us back to 0gold at 0%... lol.

Good news is the weakened trebs. If they do as the previous stack and attack the cuirs on the grass tile they will cause collatteral to the flanking horse but hopefully not make much impression on the full strength cuir.

If they attack NO over the river don't think there would be to much left afterwards. Thats where the flanking bit comes in to damage the trebs.

The 2 cuirs to the N of NO I would promote one this turn to c2 and even if it dies might make a bit more of a fight??

I promoted the injured Cuir after the attack, there is a full strength one also that has 2 promotions available, but I thought we should discuss first. I brought the LB out of Ayoudbah(sp) to have a chance to clean up the forest next turn. I think we need to prioritize roads in that area to give us some options.

I did not move anything out of NO because we currently have an exact match on numbers of units. Ragnar would have to win every battle to take the city. I would rather lose the units than lose the city.

The roster order is....

1) McArine - on deck
2) Ronnie1 - in the hole
3) Sleepless - waiting
4) Ozbenno - just played
5) Grifftavian - UP NOW

Advising only as of October 28th

Adrianj
Conquistador63....in limbo...do you want into the rotation?
JonShaw
da_Vinci

AWOL
Mighty Dwarf
ngraner42
Jericho Hill
 
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