SGOTM 14 - Unusual Suspects

Some comments:

We'd have to check combat mechanics, but from my experience flanking II cavs give considerably less damage than combat II. Sometimes the defender isn't even scratched.

What about using a galley bridge to invade Asoka?

Tech cost depends on difficulty, while the beaker value from a bulb doesn't. I'm not sure for Emperor, it's about 2 GS for Edu and PP on Deity.

If we go with Pacifism and religion, only ~2 cities need a missionary. Religion doesn't matter that much for unit production. Pacifism >> Free religion if we gain extra GM or GS.

Finally, Engineering will slow down our cuirrassier army. We can start with cuirrassiers, but we'll need cavalry for total war.
 
OK. Seems like we have consensus.
Turnset will stop before warring so we can discuss promotions then.
Agreed that Cav will be needed before all is said and done, but hopefully fine for at least Ragnar and Asoka.
My only concern on religion, is losing opportunity to trade with Friendlies.
Will play shortly.
 
Played 5 turns
Taking a short break for RL. Will continue in a few hours. Mostly according to plan. Looks like will not be able to flip to FR and still flip back to caste at end. So will wait until 6 turn left to move to FR+Slavery and whipping. Miscount occured due to expectation of flipping after bulb, needed 1 turn more. Uploaded save for comments.
Would be nice to see South and East go to war, but no WHEOOHRN yet.
Any midturn advice is appreciated.

EDIT: Mach is tradable for Paper + Cash. Are we interested?

T145 - No sale of music as R&A not speaking to us, the rest have music. All other trades done. Nothing else to get by breaking Dye deal so leaving for now.
IBT - South Witch wins AP

T146 - Trade Pig for gpt to mongols
IBT - troop build up continues in Indra

T147 - Start GA, 12 turns as expected. Scout Delhi - 4LB, 2Sw, 1Ax, 1Sp, 2Set, 2Miss, 1Gal.

IBT West Witch Chitz
T148 - Finish Nat, Bulb 1821 for Lib. Requires 1 turn at 20% res to finish.

T149 - Finish Lib - Get MT. GP started with get in 3. Reassign some sci to tiles for growth for whips.

Logs
Spoiler :

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 145/500 (700 AD) [11-Nov-2011 09:24:01]
New York begins: Barracks (5 turns)
Boston begins: Stable (4 turns)
Philadelphia begins: Barracks (4 turns)
Chicago begins: Barracks (3 turns)
Chicago begins: Stable (3 turns)
Seattle begins: Archer (4 turns)
San Francisco begins: Horse Archer (4 turns)
Port Xcal begins: Work Boat (30 turns)
Philadelphia begins: Stable (4 turns)
Philadelphia begins: The Sistine Chapel (16 turns)
Research begun: Priesthood (1 Turns)
Research begun: Nationalism (4 Turns)
Tech traded to Good Witch of the South (Mali): Philosophy
Tech acquired (trade, lightbulb, hut, espionage): Metal Casting
Tech acquired (trade, lightbulb, hut, espionage): Compass
Los Angeles begins: Trireme (8 turns)
Houston begins: Trireme (8 turns)
100% Research: 497 per turn
0% Espionage: 6 per turn
0% Gold: -143 per turn, 785 in the bank

After End Turn:
Chicago finishes: Mausoleum of Maussollos
Houston finishes: Lighthouse

Other Player Actions:
Attitude Change: Good Witch of the East (India) towards Dorothy (America), from 'Cautious' to 'Annoyed'

Turn 146/500 (720 AD) [11-Nov-2011 10:09:06]
A Cottage was built near New York
100% Research: 491 per turn
0% Espionage: 6 per turn
0% Gold: -139 per turn, 642 in the bank

After End Turn:
Washington finishes: Stable
Chicago grows to size 13
San Francisco finishes: Stable

Turn 147/500 (740 AD) [11-Nov-2011 11:35:55]
Washington begins: War Elephant (3 turns)
Golden Age begins
San Francisco begins: War Elephant (4 turns)
100% Research: 600 per turn
0% Espionage: 6 per turn
0% Gold: -140 per turn, 555 in the bank

After End Turn:
Tech research finished: Nationalism
Washington grows to size 15
Philadelphia finishes: Barracks
Atlanta grows to size 9
Chicago finishes: Barracks
Los Angeles grows to size 6
Port Xcal's borders expand

Turn 148/500 (760 AD) [11-Nov-2011 11:57:52]
Research begun: Machinery (2 Turns)
Washington begins: Chariot (1 turns)
A Farm was built near Atlanta
A Farm was built near Atlanta
A Mine was built near Philadelphia
A Plantation was built near Washington
Research begun: Liberalism (12 Turns)
Research begun: Military Tradition (13 Turns)
Research begun: Liberalism (1 Turns)
10% Research: 194 per turn
0% Espionage: 6 per turn
90% Gold: 168 per turn, 415 in the bank

After End Turn:
Tech research finished: Liberalism
Washington finishes: Chariot
New York finishes: Barracks
Boston finishes: Stable
Atlanta finishes: Stable
Seattle finishes: University
San Francisco grows to size 11

Other Player Actions:
Attitude Change: Wicked Witch of the North (Mongolia) towards Wicked Witch of the West (Aztec), from 'Pleased' to 'Friendly'

Turn 149/500 (780 AD) [11-Nov-2011 12:11:56]
Tech acquired (trade, lightbulb, hut, espionage): Military Tradition
Research begun: Machinery (4 Turns)
New York begins: Stable (4 turns)
Atlanta begins: Horse Archer (3 turns)
Research begun: Gunpowder (8 Turns)
Washington begins: Oxford University (7 turns)
A Farm was built near New York
A Mine was built near Port Xcal
San Francisco begins: Horse Archer (3 turns)
San Francisco begins: Chariot (2 turns)
Chicago begins: War Elephant (2 turns)
Boston begins: War Elephant (3 turns)

Spoiler :

Here is your Session Turn Log from 700 AD to 780 AD:

Turn 145, 700 AD: You have discovered Metal Casting!
Turn 145, 700 AD: You have discovered Compass!
Turn 145, 700 AD: Dorothy has completed Mausoleum of Maussollos!
Turn 145, 700 AD: You have constructed Mausoleum of Maussollos in Chicago. Work has now begun on a Barracks.
Turn 145, 700 AD: Seattle celebrates "We Love the Prime Minister Day"!!!
Turn 145, 700 AD: You have constructed a Lighthouse in Houston. Work has now begun on a Trireme.
Turn 145, 700 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 71 of 178 Total Votes)

Turn 146, 720 AD: You have discovered a source of Gold near Washington!
Turn 146, 720 AD: New York can no longer work on Mausoleum of Maussollos. The lost ℤ is converted into 52ℴ!
Turn 146, 720 AD: You have constructed a Stable in San Francisco. Work has now begun on a Horse Archer.
Turn 146, 720 AD: Anthony van Diemen (Great Merchant) has been born in a far away land!

Turn 147, 740 AD: Chicago has grown to size 13.
Turn 147, 740 AD: The borders of Port Xcal are about to expand.
Turn 147, 740 AD: Wicked Witch of the West will trade Machinery
Turn 147, 740 AD: Good Witch of the West will trade Machinery
Turn 147, 740 AD: Dorothy's Golden Age has begun!!!
Turn 147, 740 AD: Washington will grow to size 15 on the next turn.
Turn 147, 740 AD: Atlanta will grow to size 9 on the next turn.
Turn 147, 740 AD: Los Angeles will grow to size 6 on the next turn.
Turn 147, 740 AD: You have discovered Nationalism!
Turn 147, 740 AD: You have constructed a Barracks in Philadelphia. Work has now begun on a Stable.
Turn 147, 740 AD: You have constructed a Barracks in Chicago. Work has now begun on a Stable.
Turn 147, 740 AD: The borders of Port Xcal have expanded!
Turn 147, 740 AD: Good Witch of the West has completed Chichen Itza!
Turn 147, 740 AD: Wicked Witch of the North has founded Otrar in a distant land.

Turn 148, 760 AD: Washington has grown to size 15.
Turn 148, 760 AD: Atlanta has grown to size 9.
Turn 148, 760 AD: Los Angeles has grown to size 6.
Turn 148, 760 AD: San Francisco will grow to size 11 on the next turn.
Turn 148, 760 AD: Dorothy is the first to discover Liberalism!
Turn 148, 760 AD: You have discovered Liberalism!
Turn 148, 760 AD: You have trained a Chariot in Washington. Work has now begun on a War Elephant.
Turn 148, 760 AD: New York can no longer work on Chichen Itza. The lost ℤ is converted into 44ℴ!
Turn 148, 760 AD: You have constructed a Stable in Boston. Work has now begun on a Courthouse.
Turn 148, 760 AD: You have constructed a University in Seattle. Work has now begun on a Archer.
Turn 148, 760 AD: Wicked Witch of the West has founded Tlacopan.

Turn 149, 780 AD: San Francisco has grown to size 11.
Turn 149, 780 AD: The borders of Seattle are about to expand.
Turn 149, 780 AD: You have discovered Military Tradition!
Turn 149, 780 AD: Chicago will grow to size 14 on the next turn.
Turn 149, 780 AD: Port Xcal will grow to size 2 on the next turn.


http://gotm.civfanatics.net/saves/civ4sgotm14/Unusual_Suspects_SG014_AD0780_01.CivBeyondSwordSave
 
I'd hold off on the Machinery trade until at least one AI team has Paper. I didn't check everyone but it appears that our map is worth diddlysquat. If you ever do a trade, try to get some maps thrown in.

General comments:
Farms aren't helped by GAs so I would tend to work other tiles that do benefit, or else run more specs (e.g., around Philly).
You can cut down on the number of sci's in favor of merchants (or working tiles), unless there's a good reason to prefer sci's in particular cities.

With 1 more hammer overflow we could have finished Oxford in 4 turns. But given the situation now I'd stick with pretty much what you're doing.

Boston, however, needs to take off those sci's and work those 2 other mines! Build a forge now (4 turns) and then go back to units (while running an engineer).

I never know what to do with NY but I think you should change the coast tiles to river plains and/or a forest.

Nice that a gold mine popped for Washington! :) And that we finally got some failure gold from Wonders. I like Chris's suggestion of putting a turn into Taj to discourage the AIs.
 
I'd hold off on the Machinery trade until at least one AI team has Paper. I didn't check everyone but it appears that our map is worth diddlysquat. If you ever do a trade, try to get some maps thrown in.
Didn't get much but did trade the map. Others wanted $$$ for their maps so I passed.

General comments:
Farms aren't helped by GAs so I would tend to work other tiles that do benefit, or else run more specs (e.g., around Philly).
You can cut down on the number of sci's in favor of merchants (or working tiles), unless there's a good reason to prefer sci's in particular cities.
Just running the sci to get gunp sooner - will reduce sci if possible and not lose turn on gunp.

Boston, however, needs to take off those sci's and work those 2 other mines! Build a forge now (4 turns) and then go back to units (while running an engineer).
Same as above.


Nice that a gold mine popped for Washington! :) And that we finally got some failure gold from Wonders. I like Chris's suggestion of putting a turn into Taj to discourage the AIs.

Turn going in next turn in Chitown.

Playing again - Thanks for the input.
 
Paused during T152

T149
Redeployed sci to mer per xcal recom and will put a turn into Taj. Switch to forge in Bos.
Gandhi has Paper - but holding off on trading it. If one of the other 2 picks it up will trade.

IBT - Peace treaty over. Asoka sends a settler into the hub toward the zulu.

T150 - Swap Chi back to Stable after a turn in Taj. Xcal works sheep and silver.

T151 - not much
IBT Indra border pop pushes our axes back.

T152 - Oxford Completed. Gumpowder in. It appears that all the hammers in the pre-built chariot and ha get transfered to the Cuir that is now at the top of the queue. See screenshot of SF. Used to have a WE(3), HA(1), Char(1) in queue before Gunp. Not quite expected - c'est la vie.


Trade for Machinery is avalable for Paper + 25 gold with Liz and we haven't picked a next tech. I was planning to take this as they are only witches w/o paper.

Planning to switch into FR+Slave in 1 turn and begin whipping out Cuirs.

Also planning 2 workshops for NY. Does this work?

Need to pick next tech.
Spoiler :

Turn 149/500 (780 AD) [11-Nov-2011 18:39:12]
Chicago begins: The Taj Mahal (12 turns)
Boston begins: Forge (5 turns)
100% Research: 541 per turn
0% Espionage: 6 per turn
0% Gold: -123 per turn, 627 in the bank

After End Turn:
Chicago grows to size 14
Seattle grows to size 10
Seattle's borders expand
Port Xcal grows to size 2

Other Player Actions:
Confucianism has spread: New York
Attitude Change: Wicked Witch of the West (Aztec) towards Good Witch of the North (England), from 'Pleased' to 'Friendly'

Turn 150/500 (800 AD) [11-Nov-2011 18:48:20]
Chicago begins: The Taj Mahal (10 turns)
Atlanta begins: Chariot (2 turns)
San Francisco begins: Horse Archer (3 turns)
100% Research: 548 per turn
0% Espionage: 6 per turn
0% Gold: -128 per turn, 504 in the bank

After End Turn:
New York finishes: Stable
Philadelphia finishes: Stable
Chicago finishes: Stable
Seattle finishes: Archer
Los Angeles finishes: Trireme
Port Xcal finishes: Lighthouse

Turn 151/500 (820 AD) [11-Nov-2011 19:28:45]
New York begins: Horse Archer (2 turns)
Seattle begins: Chariot (3 turns)
Seattle begins: Archer (3 turns)
Atlanta begins: War Elephant (4 turns)
Philadelphia begins: Chariot (2 turns)
A Camp was built near Port Xcal
100% Research: 548 per turn
0% Espionage: 6 per turn
0% Gold: -123 per turn, 376 in the bank

After End Turn:
Tech research finished: Gunpowder
Washington finishes: Oxford University
Philadelphia grows to size 14

Other Player Actions:
Christianity has spread: Atlanta

Turn 152/500 (840 AD) [11-Nov-2011 19:41:56]
Research begun: Machinery (2 Turns)
Atlanta begins: Cuirassier (6 turns)


Spoiler :
Here is your Session Turn Log from 780 AD to 840 AD:

Turn 149, 780 AD: You have discovered Military Tradition!
Turn 149, 780 AD: The borders of Seattle have expanded!
Turn 149, 780 AD: Confucianism has spread in New York.

Turn 150, 800 AD: Chicago has grown to size 14.
Turn 150, 800 AD: Seattle has grown to size 10.
Turn 150, 800 AD: San Francisco will become healthy on the next turn.
Turn 150, 800 AD: Port Xcal has grown to size 2.
Turn 150, 800 AD: Clearing a Forest has created 30 ℤ for Washington.
Turn 150, 800 AD: Clearing a Forest has created 24 ℤ for Washington.
Turn 150, 800 AD: You have constructed a Stable in Philadelphia. Work has now begun on The Sistine Chapel.
Turn 150, 800 AD: Philadelphia celebrates "We Love the Prime Minister Day"!!!
Turn 150, 800 AD: You have constructed a Stable in Chicago. Work has now begun on a War Elephant.
Turn 150, 800 AD: You have trained a Trireme in Los Angeles. Work has now begun on The Parthenon.
Turn 150, 800 AD: You have constructed a Lighthouse in Port Xcal. Work has now begun on a Work Boat.

Turn 151, 820 AD: San Francisco has become healthy.
Turn 151, 820 AD: Clearing a Forest has created 24 ℤ for Washington.
Turn 151, 820 AD: Philadelphia will grow to size 14 on the next turn.
Turn 151, 820 AD: You have discovered Gunpowder!
Turn 151, 820 AD: You have constructed Oxford University in Washington. Work has now begun on a Cuirassier.
Turn 151, 820 AD: Philadelphia celebrates "We Love the Prime Minister Day"!!!
Turn 151, 820 AD: Christianity has spread in Atlanta.
Turn 151, 820 AD: Good Witch of the East has founded Ujjain.

Turn 152, 840 AD: Philadelphia has grown to size 14.
Turn 152, 840 AD: Good Witch of the South has 80 gold available for trade.
Turn 152, 840 AD: Good Witch of the North has 60 gold available for trade.
Turn 152, 840 AD: The borders of Atlanta are about to expand.
Turn 152, 840 AD: Wicked Witch of the West will trade Drama
Turn 152, 840 AD: Good Witch of the West will trade Drama


http://gotm.civfanatics.net/saves/civ4sgotm14/Unusual_Suspects_SG014_AD0840_01.CivBeyondSwordSave
 

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Sounds good, but I won't be able to check the save for about an hour. I'd take the Machinery trade. interesting about the chariot/HA/WE to cuir conversion, but I don't think it matters; we just wanted to put in as many prebuilt hammers as possible, and none of them got lost, so we're good. :D Fine by me if you want to continue. Just remember to run lots of sci's in Wash/Oxford now (but not so many that it beats Houston to the GP pop).
 
Checked save. Not much to say. :goodjob: I'd chop those useless tundra forests 2W of SF and SW of that. Switch Port Xcal to a granary and it's done in 1 turn. :) Houston will pop its GM in 4 turns--should we lay more roads to the west to connect with AIs for faster movement? I'm assuming we'd send a cuir with him. You're not running specs (sci's preferred) in Philly, but you have Seattle growing nicely to take up the specialist slack, leaving Philly to work on cuirs--OK. Don't forget to run that engineer in Boston next turn when the forge finishes--it'll be able to crank out 2 cuirs every 5 turns during the GA! I wonder if we should build a forge in Chicago, too--it would take 4 turns.
 
It looks like the other mtn range also only has room for one open tile.
Is it possible that both are red herrings and Wizard is in unseen SW corner?
How badly do we want maps?
We can buy the Aztec/Indian map for 95 gold.
 
Can't open the save, but so far I like what I see. Keep up the good work! :goodjob:
 
Plans.
Techwise - will head to Rifling going back to get PH, Monarchy & Feud.

Options for remainder of GA.
1. Switch to FR & Slavery now. Looks like in 6 turns we can have about 15 Cuirs and begin attack. Switch back to Caste on last turn of golden age. Means that GM will likely not be the next GP as Washington will get a GS out quicker. Does it matter?

2. Stay in Caste and switch to FR now and then to slavery with 1 turn left on Golden age. Slow build forces will continuing to tech. Whip forces after end of Golden age. Gets GM out first. delays war start by about 4 turns or so. Can change Chi back to Taj for next GA after army built for next GA.

3. Other?

Planning to play in about 6 hours. R & A does not have PH, Mon or Mach and has no one to trade with. So no Pikes nor LBs for a bit. That said, I would rather be back in Caste after a short whipping period. So I am planning to go with Option #1 unless there are strong arguments against.
 
hmmm....how many artists do we need for all those mountains?
 
Agree with Option 1. Don't overdo the whipping, though--go easy on cities that can produce units quickly without whipping--maybe leave them alone. I wouldn't whip Wash at all. After finishing its cuir(s), Chicago should go hammer heavy on getting the Taj out ASAP.

We really do need to decide what to do about the mountain rings. 95 gold might be worth it for the southern map; besides seeing if there are more Wizard hideouts, we would also get better trade routes that would pay back a substantial fraction of the 95 gold. We have 8 2-gpt trade routes that might be upgraded to 4-gpts; getting those routes 6 turns earlier than by exploring ourselves would pay back fully. So, yes, buy the map. We should then have a better idea of what Wiz-killing strategy to pursue. If it's best to try the culture-bombing strategy then we need to know pretty soon so we can get some Artists lined up. 2 should be no problem. 4 would take some careful planning.
 
We have been religion free for now, picking one will require an assessment of of the political implications. Right now, 3 Judiasm, 2 Buds, 1 Christ, 1 Hindu and 1 Confu. [from post 1097]

Sorry, I misinterpreted this to mean that's what we had in our cities. Actually, we have 6 cities with Confusion--all but Philly, Atlanta, Seattle, LA, and PortXcal. It's pretty tempting to use Pacifism for awhile--unit costs are increased but it saves us 12 gpt in civics costs vs paganism and FR. Since we're switching in to Slavery, though, that means fewer specs can be run so probably not worth it. Maybe when we switch back to Caste, though. Also, Confusion is the AP religion so we get 2 hpt for each Confusion building. Not worth it right now with our emphasis on speed but when we get a slight breather we should put up some mona's and temples.

Techwise, we're researching Machinery now. I think we should continue with Engineering before going back for PH, Monarchy, etc. It'll help us get units to the front 50% faster and it'll only take about 2 turns for Mach and 3 for Eng at breakeven as long as we run some sci's in Wash.
 
Phew - All went according to plan.

T152 (cont) - Settle Portland, Trade for Machinery. Purchase Map - Looks like 4 potential locations for wizard.

IBT - Well Asoka got LBs.
T153 - Switch to FR+slavery. Whip some Cuirs and Trireme.

T155 GS in Wash (1794bkr available for PP). Eng complete. PH next (1).

T156 PH complete Mon(1).

IBT West completes UoSankore. Asoka has Mace.
T157 Restart Taj in Chitown. Mon Complete. Feud(1). Starting on some Mace for defense. Get 4gpt for Sil from West.



IBT - Parth and NotreDame built.
158 - 1Turn left on GA. Feud complete. Next Player needs to swap civics before hitting enter.

Figured it was worth a discussion since we talked about a religion and we have options like Police State and Nationhood available.

We have about 19Cuirs. A couple of spies in progress along with some defensive units. The hub has become quite crowded.

Load on on Merchants in Houston if we want a GM.

Time to plan war!!!!

(If anyone needs screenshots - just shout and I will post)

Spoiler :

Here is your Session Turn Log from 840 AD to 960 AD:

Turn 152, 840 AD: Portland has been founded.
Turn 152, 840 AD: You have discovered Machinery!
Turn 152, 840 AD: You have constructed a Forge in Boston. Work has now begun on a Courthouse.
Turn 152, 840 AD: The borders of Atlanta have expanded!
Turn 152, 840 AD: Estruscan (Barbarian) has been captured by the Mongolian Empire!!!

Turn 153, 860 AD: Dorothy adopts Slavery!
Turn 153, 860 AD: Dorothy adopts Free Religion!
Turn 153, 860 AD: You have trained a Cuirassier in New York. Work has now begun on a Cuirassier.
Turn 153, 860 AD: You have trained a Cuirassier in Philadelphia. Work has now begun on The Sistine Chapel.
Turn 153, 860 AD: You have trained a Cuirassier in Atlanta. Work has now begun on a Cuirassier.
Turn 153, 860 AD: You have trained a Cuirassier in Chicago. Work has now begun on The Taj Mahal.
Turn 153, 860 AD: You have trained a Cuirassier in San Francisco. Work has now begun on a Cuirassier.
Turn 153, 860 AD: You have trained a Cuirassier in Los Angeles. Work has now begun on The Parthenon.
Turn 153, 860 AD: You have trained a Trireme in Houston. Work has now begun on a Cuirassier.
Turn 153, 860 AD: Cherokee (Barbarian) has been captured by the Aztec Empire!!!
Turn 153, 860 AD: Good Witch of the East adopts Caste System!

Turn 154, 880 AD: You have discovered Engineering!
Turn 154, 880 AD: Marie Curie (Great Scientist) has been born in Washington (Dorothy)!
Turn 154, 880 AD: You have trained a Cuirassier in Boston. Work has now begun on a Courthouse.

Turn 155, 900 AD: You have discovered Priesthood!
Turn 155, 900 AD: The borders of Boston have expanded!
Turn 155, 900 AD: You have trained a Cuirassier in Philadelphia. Work has now begun on The Sistine Chapel.
Turn 155, 900 AD: You have trained a Cuirassier in Atlanta. Work has now begun on a Cuirassier.
Turn 155, 900 AD: You have trained a Cuirassier in Chicago. Work has now begun on The Taj Mahal.
Turn 155, 900 AD: You have trained a Cuirassier in San Francisco. Work has now begun on a Cuirassier.
Turn 155, 900 AD: Wicked Witch of the North has completed Shwedagon Paya!
Turn 155, 900 AD: St. John (Great Prophet) has been born in a far away land!

Turn 156, 920 AD: Boston can hurry Cuirassier for 2⇴ with 48ℤ overflow and +1⇤ for 10 turns.
Turn 156, 920 AD: San Francisco can hurry Cuirassier for 5⇴ with 19ℤ overflow and +1⇤ for 19 turns.
Turn 156, 920 AD: Houston has grown to size 6.
Turn 156, 920 AD: Houston can hurry Cuirassier for 3⇴ with 22ℤ overflow and +1⇤ for 17 turns.
Turn 156, 920 AD: The borders of San Francisco are about to expand.
Turn 156, 920 AD: Good Witch of the South will trade Monarchy
Turn 156, 920 AD: Wicked Witch of the South will trade Monarchy
Turn 156, 920 AD: Wicked Witch of the West will trade Monarchy
Turn 156, 920 AD: Good Witch of the West will trade Monarchy
Turn 156, 920 AD: Wicked Witch of the North will trade Monarchy
Turn 156, 920 AD: Good Witch of the North will trade Monarchy
Turn 156, 920 AD: Clearing a Forest has created 30 ℤ for New York.
Turn 156, 920 AD: Boston will grow to size 13 on the next turn.
Turn 156, 920 AD: Atlanta will grow to size 7 on the next turn.
Turn 156, 920 AD: Los Angeles will grow to size 6 on the next turn.
Turn 156, 920 AD: Houston will grow to size 7 on the next turn.
Turn 156, 920 AD: You have discovered Monarchy!
Turn 156, 920 AD: You have trained a Cuirassier in Boston. Work has now begun on a Courthouse.
Turn 156, 920 AD: The borders of San Francisco have expanded!
Turn 156, 920 AD: Confucianism has spread in Seattle.
Turn 156, 920 AD: Good Witch of the West has completed University of Sankore!
Turn 156, 920 AD: The Mahabodhi has been built in a far away land!

Turn 157, 940 AD: New York can hurry Cuirassier for 1⇴ with 17ℤ overflow and +1⇤ for 26 turns.
Turn 157, 940 AD: Philadelphia can hurry Cuirassier for 2⇴ with 28ℤ overflow and +1⇤ for 26 turns.
Turn 157, 940 AD: Atlanta has grown to size 7.
Turn 157, 940 AD: Atlanta can hurry Cuirassier for 3⇴ with 19ℤ overflow and +1⇤ for 26 turns.
Turn 157, 940 AD: Chicago will become unhealthy on the next turn.
Turn 157, 940 AD: Chicago can hurry Cuirassier for 2⇴ with 50ℤ overflow and +1⇤ for 10 turns.
Turn 157, 940 AD: Seattle can hurry Cuirassier for 3⇴ with 41ℤ overflow and +1⇤ for 18 turns.
Turn 157, 940 AD: Los Angeles has grown to size 6.
Turn 157, 940 AD: Los Angeles can hurry Cuirassier for 3⇴ with 8ℤ overflow and +1⇤ for 16 turns.
Turn 157, 940 AD: Houston has grown to size 7.
Turn 157, 940 AD: Wicked Witch of the South has 330 gold available for trade.
Turn 157, 940 AD: Wicked Witch of the North has 110 gold available for trade.
Turn 157, 940 AD: Good Witch of the South will trade Feudalism
Turn 157, 940 AD: Wicked Witch of the South will trade Feudalism
Turn 157, 940 AD: Wicked Witch of the West will trade Feudalism
Turn 157, 940 AD: Good Witch of the West will trade Feudalism
Turn 157, 940 AD: Wicked Witch of the North will trade Feudalism
Turn 157, 940 AD: Good Witch of the North will trade Feudalism
Turn 157, 940 AD: Clearing a Forest has created 30 ℤ for Port Xcal.
Turn 157, 940 AD: New York will grow to size 8 on the next turn.
Turn 157, 940 AD: Chicago will grow to size 16 on the next turn.
Turn 157, 940 AD: Seattle will grow to size 7 on the next turn.
Turn 157, 940 AD: San Francisco will grow to size 10 on the next turn.
Turn 157, 940 AD: You have discovered Feudalism!
Turn 157, 940 AD: Washington celebrates "We Love the Prime Minister Day"!!!
Turn 157, 940 AD: You have trained a Cuirassier in San Francisco. Work has now begun on a Cuirassier.
Turn 157, 940 AD: Good Witch of the South has completed Notre Dame!
Turn 157, 940 AD: Tsongkhapa (Great Prophet) has been born in Tenochtitlan (Wicked Witch of the West)!
Turn 157, 940 AD: The Parthenon has been built in a far away land!
Turn 157, 940 AD: A Spy has been stumbled upon while operating near the American city of San Francisco!
Turn 157, 940 AD: Good Witch of the East has founded Taxila.

Turn 158, 960 AD: Boston can hurry Cuirassier for 1⇴ with 54ℤ overflow and +1⇤ for 18 turns.
Turn 158, 960 AD: Chicago has grown to size 16.
Turn 158, 960 AD: Chicago has become unhealthy.
Turn 158, 960 AD: San Francisco can hurry Cuirassier for 5⇴ with 19ℤ overflow and +1⇤ for 27 turns.
Turn 158, 960 AD: Port Xcal can hurry Granary for 1⇴ with 30ℤ overflow and +1⇤ for 10 turns.
Turn 158, 960 AD: Good Witch of the West has 240 gold available for trade.
Turn 158, 960 AD: Clearing a Forest has created 24 ℤ for Philadelphia.
Turn 158, 960 AD: Philadelphia will grow to size 12 on the next turn.
Turn 158, 960 AD: Houston will grow to size 8 on the next turn.


Spoiler :
Turn 152/500 (840 AD) [12-Nov-2011 14:07:04]
A Quarry was built near Port Xcal
Portland founded
Portland begins: Work Boat (15 turns)
Tech traded to Wicked Witch of the North (Mongolia): Paper
Tech acquired (trade, lightbulb, hut, espionage): Machinery
Research begun: Engineering (13 Turns)
Los Angeles begins: Cuirassier (10 turns)
Los Angeles begins: Archer (3 turns)
Los Angeles begins: Cuirassier (10 turns)
0% Research: 171 per turn
0% Espionage: 6 per turn
100% Gold: 210 per turn, 138 in the bank

After End Turn:
A Town was built near New York
Boston grows to size 14
Boston finishes: Forge
Atlanta's borders expand
Seattle finishes: Archer
San Francisco grows to size 12
Los Angeles grows to size 7

Other Player Actions:
Attitude Change: Wicked Witch of the West (Aztec) towards Good Witch of the North (England), from 'Friendly' to 'Pleased'

Turn 153/500 (860 AD) [12-Nov-2011 14:32:37]
Seattle begins: Cuirassier (9 turns)
Boston begins: Cuirassier (3 turns)
New York begins: Cuirassier (5 turns)
Houston begins: Cuirassier (50 turns)
100% Research: 736 per turn
0% Espionage: 6 per turn
0% Gold: -166 per turn, 348 in the bank

After End Turn:
The whip was applied in New York
The whip was applied in Philadelphia
The whip was applied in Atlanta
The whip was applied in Los Angeles
The whip was applied in Houston
Washington finishes: Cuirassier
New York finishes: Cuirassier
Philadelphia finishes: Cuirassier
Atlanta grows to size 7
Atlanta finishes: Cuirassier
Chicago grows to size 15
Chicago finishes: Cuirassier
Seattle grows to size 11
San Francisco finishes: Cuirassier
Los Angeles finishes: Cuirassier
Houston finishes: Trireme

Other Player Actions:
Attitude Change: Good Witch of the South (Mali) towards Dorothy (America), from 'Pleased' to 'Cautious'
Attitude Change: Wicked Witch of the West (Aztec) towards Good Witch of the North (England), from 'Pleased' to 'Friendly'
Civics Change: Dorothy(America) from 'Caste System' to 'Slavery'
Civics Change: Dorothy(America) from 'Paganism' to 'Free Religion'
Civics Change: Good Witch of the East(India) from 'Slavery' to 'Caste System'

Turn 154/500 (880 AD) [12-Nov-2011 14:48:31]
Washington begins: Cuirassier (3 turns)
A Workshop was built near New York
Chicago begins: Cuirassier (3 turns)
Philadelphia begins: Cuirassier (5 turns)
100% Research: 744 per turn
0% Espionage: 6 per turn
0% Gold: -176 per turn, 182 in the bank

After End Turn:
Tech research finished: Engineering
Marie Curie (Great Scientist) born in Washington
New York grows to size 10
Boston finishes: Cuirassier
Los Angeles grows to size 5
Port Xcal finishes: Work Boat

Turn 155/500 (900 AD) [12-Nov-2011 15:00:39]
Research begun: Priesthood (0 Turns)
Port Xcal begins: Granary (9 turns)
Boston begins: Cuirassier (3 turns)
Los Angeles begins: Cuirassier (17 turns)
San Francisco begins: Colosseum (5 turns)
0% Research: 107 per turn
0% Espionage: 6 per turn
100% Gold: 179 per turn, 6 in the bank

After End Turn:
The whip was applied in New York
The whip was applied in Philadelphia
The whip was applied in Atlanta
The whip was applied in Seattle
The whip was applied in San Francisco
Tech research finished: Priesthood
New York finishes: Cuirassier
Boston's borders expand
Philadelphia grows to size 11
Philadelphia finishes: Cuirassier
Atlanta grows to size 6
Atlanta finishes: Cuirassier
Chicago finishes: Cuirassier
Seattle grows to size 9
Seattle finishes: Cuirassier
San Francisco grows to size 11
San Francisco finishes: Cuirassier
Houston grows to size 6

Turn 156/500 (920 AD) [12-Nov-2011 15:17:11]
Research begun: Monarchy (-3 Turns)
Research begun: Feudalism (-3 Turns)
Research begun: Monarchy (-3 Turns)
Research begun: Feudalism (-3 Turns)
Research begun: Guilds (-3 Turns)
Research begun: Banking (-3 Turns)
Research begun: Printing Press (-3 Turns)
Research begun: Replaceable Parts (-3 Turns)
Research begun: Rifling (-3 Turns)
New York begins: Cuirassier (7 turns)
Seattle begins: Cuirassier (9 turns)
Chicago begins: Cuirassier (3 turns)
Philadelphia begins: Cuirassier (5 turns)
A Fishing Boats was built near Port Xcal
0% Research: 112 per turn
0% Espionage: 6 per turn
100% Gold: 174 per turn, 185 in the bank

After End Turn:
The whip was applied in Boston
Tech research finished: Monarchy
Washington finishes: Cuirassier
Boston grows to size 13
Boston finishes: Cuirassier
Atlanta grows to size 7
San Francisco's borders expand
Los Angeles grows to size 6
Houston grows to size 7
Portland finishes: Work Boat

Other Player Actions:
Confucianism has spread: Seattle

Turn 157/500 (940 AD) [12-Nov-2011 15:32:18]
Washington begins: Cuirassier (3 turns)
Portland begins: Granary (30 turns)
A Fishing Boats was built near Portland
Boston begins: Cuirassier (3 turns)
San Francisco begins: Cuirassier (6 turns)
Washington begins: Maceman (2 turns)
100% Research: 741 per turn
0% Espionage: 6 per turn
0% Gold: -182 per turn, 359 in the bank

After End Turn:
The whip was applied in New York
The whip was applied in Seattle
The whip was applied in San Francisco
Tech research finished: Feudalism
Washington finishes: Maceman
New York grows to size 8
New York finishes: Cuirassier
A Village was built near New York
A Village was built near Philadelphia
Chicago grows to size 16
Seattle grows to size 7
Seattle finishes: Cuirassier
San Francisco grows to size 10
San Francisco finishes: Cuirassier

Turn 158/500 (960 AD) [12-Nov-2011 15:53:25]
Washington begins: Spy (2 turns)
New York begins: Spy (4 turns)
San Francisco begins: Pikeman (4 turns)
Seattle begins: Spy (5 turns)
New York begins: Cuirassier (9 turns)
Research begun: Printing Press (17 Turns)


http://gotm.civfanatics.net/saves/civ4sgotm14/Unusual_Suspects_SG014_AD0960_01.CivBeyondSwordSave
 
Nice job, SH! :goodjob: Who's up? I'm available. :D

I think we should attack next turn--plenty of units and we're not getting any younger. I don't think it's possible to pillage the ivory the first turn but we can probably take and raze 2 cities on the first. It was Ragnar who built the Parthenon--don't know where yet but that's another shiny Wonder we can capture. The map was a good deal--we're now down to 1 2-gpt trade route and have 1 fiver. Breakeven is now 50%. After the GA ends it won't be as good but I think we can get to Rifling in about 25 turns (taking into account the PP bulb this turn). Eh, probably faster since we'll finish the Taj in about 13 turns. To help that along we should build some workshops once we get Guilds--around Boston, Chicago, Atlanta, maybe NY.

Atlanta should build a trireme to protect against barbs, freeing up its galley to ferry troops to northern India. NY should probably build a galley, too. LA can whip its last cuir there, and then concentrate on growth/specs. We need to road to Seattle so units can board the galleys there.

A question: I once (and only once) read that a Great General is born in the city where the unit that put the GG points over the threshold was built. Is that true? If so, we should time things so that a unit from near the front puts us over.
 
Nice job, SH! :goodjob: Who's up? I'm available. :D

I think we should attack next turn--plenty of units and we're not getting any younger. I don't think it's possible to pillage the ivory the first turn but we can probably take and raze 2 cities on the first. It was Ragnar who built the Parthenon--don't know where yet but that's another shiny Wonder we can capture. The map was a good deal--we're now down to 1 2-gpt trade route and have 1 fiver. Breakeven is now 50%. After the GA ends it won't be as good but I think we can get to Rifling in about 25 turns (taking into account the PP bulb this turn). Eh, probably faster since we'll finish the Taj in about 13 turns. To help that along we should build some workshops once we get Guilds--around Boston, Chicago, Atlanta, maybe NY.

Atlanta should build a trireme to protect against barbs, freeing up its galley to ferry troops to northern India. NY should probably build a galley, too. LA can whip its last cuir there, and then concentrate on growth/specs. We need to road to Seattle so units can board the galleys there.

A question: I once (and only once) read that a Great General is born in the city where the unit that put the GG points over the threshold was built. Is that true? If so, we should time things so that a unit from near the front puts us over.


I'm OK with you taking the next set. Your warplan sounds OK, though I haven't looked at the save for logistics. I think it is correct that the home city of the unit putting you over the threshhold is the one where the GG is born. I never bother with that level of Micro, but its worth it in this type of game.
 
We need to road to Seattle so units can board the galleys there.
There is a worker near Seattle for just that purpose.

A question: I once (and only once) read that a Great General is born in the city where the unit that put the GG points over the threshold was built. Is that true? If so, we should time things so that a unit from near the front puts us over.
Interesting never new that.

Things to note:
Indra has 4 Cats, 4 chariots, a mace and assorted others. It would be good to get the stack to come out of the city if possible before attacking. Perhaps Taking Taxila first and seeing if the stack come out would do just that. Cuirs in SF should be able to reach in 1. Also Zulu have been expanding, may need to keep Ujjain as a blocking city. Ditto with Indra when time comes.

I was planning to ferry the NW scout over so that he could join as the second medic.

Was thinking that Guilds may become tradable soon so PP is in the queue, but I think there is a fair amount of overflow from last tech. We have a GS in Washington that should put us over the top with PP or can be settled.

Remember Civic switch before hitting end turn.

And Happy Hunting.
 
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