SGOTM 14 - Xteam

Is there any chance of building a spy?
Could you put the potential GP farms on growth path?

What cities you mean by potential GP farms? Atlanta & Philly will be growing fast, the only exception being the need to get that galley out from Atlanta once there are units to be shipped to Harappan (shouldn't be a big issue). Maybe Boston could be added to these as it has nice pop already... How many cities did you think to starve here? :D

Regarding the spy, it depends on how battle goes with that Asoka's stack. If more units are needed, then I'll concentrate on those first. One possibility would be to build a spy from NK before NE as that would give those GP farms more time to generate GPs during the GA. Or maybe even a cat for faster Harappan party first, spy after that and NE then... :confused:
 
Would suggest holding on the Spy until we see what a map trade does for us.

Harrapan, the city near the English City on the spoke ( :old: ) and our culture city near the redoubt seem to be a priority?
 
You're right about that. Where did you wish to send him?

With this map, doesn't seem to be just a Spy, but also a Galley to transport him. Not sure where that comes from with units for Harrapan and the city near England needing transport.
 
You're right about that. Where did you wish to send him? To see what asoka is upto and to check out his land

With this map, doesn't seem to be just a Spy, but also a Galley to transport him. Not sure where that comes from with units for Harrapan and the city near England needing transport.

A galley is nice but he can run along the hub. It will also give a heads up as to what is coming that way too. Harrapan plan should be undertaken as planned. So that galley is not to be diverted.
 
Some minor changes to the plan:

NK: build phant first, then NE (if I play 4 turns, only one turn goes to NE after phant). We can change it afterwards if needed.

Delay switching the glh mine tile between NK and Boston by one turn -> both cities produce a phant in 3 turns for Harappan.

Promote our 4 exp axe with +25% vs melee (for possible defending) as there's only one non-melee unit in Asoka's stack.

I'll play this evening or tomorrow morning to get things rolling again.
 
Played up to T132 and uploaded the save. Here are the highlights:

- Asoka's stack is history, only lost the first attacking cat with 59% odds to survive.
- Got 8 exp sword in the process for HE (Thanks CP!).
- Got Great General too.
- We have Music and a GA from it.
- Traded map with Monty, now most of the map is cleared with the exception of Asoka & Rags.
- There are multiple mountain forts around the map! :confused:
- Sword + 3 phants are ready for Harappan.
- Philly & Atlanta are growing like mad.
- Rags & Asoka are talking but they want stuff for peace.
- Gandhi built hindu AP.
- Copper city is up & running, chopped granary already.

I'll write a more detailed report tomorrow. Htadus should be good to go for planning some GA-starving of cities... ;)

Here's the official save:

http://gotm.civfanatics.net/saves/civ4sgotm14/Xteam_SG014_AD0425_01.CivBeyondSwordSave

And here's the log I got when uploading:

Spoiler :
Here is your Session Turn Log from 200 AD to 425 AD:

Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) (5.00) vs Wicked Witch of the East's Axeman (5.50)
Turn 123, 200 AD: Combat Odds: 58.5%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (80/100HP)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (60/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 19 (81/100HP)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (40/100HP)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (20/100HP)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (0/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman has defeated Dorothy's Catapult 1 (Washington)!
Turn 123, 200 AD: Dorothy's Catapult 2 (Washington) (5.00) vs Wicked Witch of the East's Axeman (4.84)
Turn 123, 200 AD: Combat Odds: 65.6%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 19 (69/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 19 (50/100HP)
Turn 123, 200 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (80/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 19 (31/100HP)
Turn 123, 200 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (60/100HP)
Turn 123, 200 AD: Dorothy's Axeman 2 (Washington) (5.50) vs Wicked Witch of the East's Axeman (3.79)
Turn 123, 200 AD: Combat Odds: 89.3%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Combat: -50%)
Turn 123, 200 AD: (Combat: +50%)
Turn 123, 200 AD: Dorothy's Axeman 2 (Washington) is hit for 18 (82/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (48/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (27/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (6/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (0/100HP)
Turn 123, 200 AD: Dorothy's Axeman 2 (Washington) has defeated Wicked Witch of the East's Axeman!
Turn 123, 200 AD: Dorothy's Axeman 1 (Not Kansas) (5.00) vs Wicked Witch of the East's Axeman (3.35)
Turn 123, 200 AD: Combat Odds: 95.0%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Combat: -50%)
Turn 123, 200 AD: (Combat: +50%)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (40/100HP)
Turn 123, 200 AD: Dorothy's Axeman 1 (Not Kansas) is hit for 18 (82/100HP)
Turn 123, 200 AD: Dorothy's Axeman 1 (Not Kansas) is hit for 18 (64/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (19/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (0/100HP)
Turn 123, 200 AD: Dorothy's Axeman 1 (Not Kansas) has defeated Wicked Witch of the East's Axeman!
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) (6.00) vs Wicked Witch of the East's Spearman (3.55)
Turn 123, 200 AD: Combat Odds: 96.4%
Turn 123, 200 AD: (Extra Combat: +20%)
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 16 (84/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 16 (68/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Spearman is hit for 23 (51/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Spearman is hit for 23 (28/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Spearman is hit for 23 (5/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 16 (52/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Spearman is hit for 23 (0/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) has defeated Wicked Witch of the East's Spearman!
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) (6.00) vs Wicked Witch of the East's Chariot (3.25)
Turn 123, 200 AD: Combat Odds: 97.4%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 24 (50/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) is hit for 16 (84/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 24 (26/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) is hit for 16 (68/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) is hit for 16 (52/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 24 (2/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 24 (0/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) has defeated Wicked Witch of the East's Chariot!
Turn 123, 200 AD: Dorothy's Axeman 3 (5.00) vs Wicked Witch of the East's Chariot (2.96)
Turn 123, 200 AD: Combat Odds: 96.4%
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (51/100HP)
Turn 123, 200 AD: Dorothy's Axeman 3 is hit for 16 (84/100HP)
Turn 123, 200 AD: Dorothy's Axeman 3 is hit for 16 (68/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (28/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (5/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (0/100HP)
Turn 123, 200 AD: Dorothy's Axeman 3 has defeated Wicked Witch of the East's Chariot!
Turn 123, 200 AD: Dorothy's Spearman 1 (Washington) (4.40) vs Wicked Witch of the East's Axeman (2.00)
Turn 123, 200 AD: Combat Odds: 98.7%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Combat: +50%)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 18 (7/100HP)
Turn 123, 200 AD: Dorothy's Spearman 1 (Washington) is hit for 21 (79/100HP)
Turn 123, 200 AD: Dorothy's Spearman 1 (Washington) is hit for 21 (58/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 18 (0/100HP)
Turn 123, 200 AD: Dorothy's Spearman 1 (Washington) has defeated Wicked Witch of the East's Axeman!
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) (3.30) vs Wicked Witch of the East's Chariot (2.55)
Turn 123, 200 AD: Combat Odds: 82.3%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (80/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 19 (39/100HP)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (60/100HP)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (40/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 19 (20/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 19 (1/100HP)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (20/100HP)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (0/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot has defeated Dorothy's Archer 3 (Washington)!
Turn 123, 200 AD: Dorothy's Archer 2 (Washington) (3.00) vs Wicked Witch of the East's Chariot (0.04)
Turn 123, 200 AD: Combat Odds: 100.0%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (0/100HP)
Turn 123, 200 AD: Dorothy's Archer 2 (Washington) has defeated Wicked Witch of the East's Chariot!

Turn 124, 225 AD: You have discovered Horseback Riding!
Turn 124, 225 AD: Wicked Witch of the West adopts Vassalage!
Turn 124, 225 AD: Good Witch of the West adopts Vassalage!
Turn 124, 225 AD: Judaism has spread in Not Kansas.
Turn 124, 225 AD: Wicked Witch of the North adopts Theocracy!
Turn 124, 225 AD: Taoism has spread in Canterbury.

Turn 125, 250 AD: The borders of New York have expanded!
Turn 125, 250 AD: Good Witch of the North converts to Judaism!
Turn 125, 250 AD: Wicked Witch of the East adopts Hereditary Rule!

Turn 127, 300 AD: Dorothy has completed The Great Library!
Turn 127, 300 AD: Charles Augustin de Coulomb (Great Engineer) has been born in Not Kansas (Dorothy)!
Turn 127, 300 AD: Good Witch of the South adopts Bureaucracy!
Turn 127, 300 AD: Blaise Pascal (Great Engineer) has been born in a far away land!

Turn 128, 325 AD: Leaders of Hinduism have a vision of uniting all Hindu faithful under the The Apostolic Palace.
Turn 128, 325 AD: Good Witch of the West has completed The Apostolic Palace!
Turn 128, 325 AD: Carl Friedrich Gauss (Great Scientist) has been born in a far away land!

Turn 129, 350 AD: Dorothy's Catapult 2 (Washington) (5.00) vs Good Witch of the East's Swordsman (5.45)
Turn 129, 350 AD: Combat Odds: 59.0%
Turn 129, 350 AD: (Combat: -10%)
Turn 129, 350 AD: Good Witch of the East's Swordsman is hit for 19 (81/100HP)
Turn 129, 350 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (80/100HP)
Turn 129, 350 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (60/100HP)
Turn 129, 350 AD: Good Witch of the East's Swordsman is hit for 19 (62/100HP)
Turn 129, 350 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (40/100HP)
Turn 129, 350 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (20/100HP)
Turn 129, 350 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (0/100HP)
Turn 129, 350 AD: Good Witch of the East's Swordsman has defeated Dorothy's Catapult 2 (Washington)!
Turn 129, 350 AD: Dorothy's Catapult 3 (Boston) (5.00) vs Good Witch of the East's Axeman (4.67)
Turn 129, 350 AD: Combat Odds: 67.5%
Turn 129, 350 AD: (Extra Combat: +10%)
Turn 129, 350 AD: Good Witch of the East's Axeman is hit for 19 (66/100HP)
Turn 129, 350 AD: Dorothy's Catapult 3 (Boston) is hit for 20 (80/100HP)
Turn 129, 350 AD: Dorothy's Catapult 3 (Boston) is hit for 20 (60/100HP)
Turn 129, 350 AD: Dorothy's Catapult 3 (Boston) is hit for 20 (40/100HP)
Turn 129, 350 AD: Good Witch of the East's Axeman is hit for 19 (47/100HP)
Turn 129, 350 AD: Dorothy's Catapult 3 (Boston) is hit for 20 (20/100HP)
Turn 129, 350 AD: Good Witch of the East's Axeman is hit for 19 (28/100HP)
Turn 129, 350 AD: Dorothy's Axeman 2 (Washington) (5.50) vs Good Witch of the East's Axeman (3.16)
Turn 129, 350 AD: Combat Odds: 96.7%
Turn 129, 350 AD: (Extra Combat: -10%)
Turn 129, 350 AD: (Extra Combat: +10%)
Turn 129, 350 AD: (Combat: -75%)
Turn 129, 350 AD: (Combat: +50%)
Turn 129, 350 AD: Dorothy's Axeman 2 (Washington) is hit for 16 (84/100HP)
Turn 129, 350 AD: Good Witch of the East's Axeman is hit for 24 (49/100HP)
Turn 129, 350 AD: Dorothy's Axeman 2 (Washington) is hit for 16 (68/100HP)
Turn 129, 350 AD: Good Witch of the East's Axeman is hit for 24 (25/100HP)
Turn 129, 350 AD: Good Witch of the East's Axeman is hit for 24 (1/100HP)
Turn 129, 350 AD: Good Witch of the East's Axeman is hit for 24 (0/100HP)
Turn 129, 350 AD: Dorothy's Axeman 2 (Washington) has defeated Good Witch of the East's Axeman!
Turn 129, 350 AD: Dorothy's Swordsman 1 (Not Kansas) (6.60) vs Good Witch of the East's Swordsman (3.30)
Turn 129, 350 AD: Combat Odds: 99.2%
Turn 129, 350 AD: (Extra Combat: -10%)
Turn 129, 350 AD: Dorothy's Swordsman 1 (Not Kansas) is hit for 16 (84/100HP)
Turn 129, 350 AD: Good Witch of the East's Swordsman is hit for 23 (32/100HP)
Turn 129, 350 AD: Good Witch of the East's Swordsman is hit for 23 (9/100HP)
Turn 129, 350 AD: Good Witch of the East's Swordsman is hit for 23 (0/100HP)
Turn 129, 350 AD: Dorothy's Swordsman 1 (Not Kansas) has defeated Good Witch of the East's Swordsman!
Turn 129, 350 AD: Scipio Africanus (Great General) has been born in Washington (Dorothy)!
Turn 129, 350 AD: Dorothy's Swordsman 2 (Not Kansas) (6.00) vs Good Witch of the East's Chariot (3.12)
Turn 129, 350 AD: Combat Odds: 99.0%
Turn 129, 350 AD: (Extra Combat: +10%)
Turn 129, 350 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 15 (85/100HP)
Turn 129, 350 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 15 (70/100HP)
Turn 129, 350 AD: Good Witch of the East's Chariot is hit for 25 (46/100HP)
Turn 129, 350 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 15 (55/100HP)
Turn 129, 350 AD: Good Witch of the East's Chariot is hit for 25 (21/100HP)
Turn 129, 350 AD: Good Witch of the East's Chariot is hit for 25 (0/100HP)
Turn 129, 350 AD: Dorothy's Swordsman 2 (Not Kansas) has defeated Good Witch of the East's Chariot!
Turn 129, 350 AD: Dorothy's Axeman 3 (Washington) (5.00) vs Good Witch of the East's Spearman (2.02)
Turn 129, 350 AD: Combat Odds: 99.9%
Turn 129, 350 AD: (Extra Combat: +10%)
Turn 129, 350 AD: (Combat: -50%)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 28 (43/100HP)
Turn 129, 350 AD: Dorothy's Axeman 3 (Washington) is hit for 14 (86/100HP)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 28 (15/100HP)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 28 (0/100HP)
Turn 129, 350 AD: Dorothy's Axeman 3 (Washington) has defeated Good Witch of the East's Spearman!
Turn 129, 350 AD: Dorothy's Axeman 1 (Not Kansas) (5.50) vs Good Witch of the East's Spearman (2.02)
Turn 129, 350 AD: Combat Odds: 99.9%
Turn 129, 350 AD: (Extra Combat: -10%)
Turn 129, 350 AD: (Extra Combat: +10%)
Turn 129, 350 AD: (Combat: -50%)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 29 (42/100HP)
Turn 129, 350 AD: Dorothy's Axeman 1 (Not Kansas) is hit for 13 (87/100HP)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 29 (13/100HP)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 29 (0/100HP)
Turn 129, 350 AD: Dorothy's Axeman 1 (Not Kansas) has defeated Good Witch of the East's Spearman!
Turn 129, 350 AD: Dorothy's Axeman 3 (5.50) vs Good Witch of the East's Spearman (2.02)
Turn 129, 350 AD: Combat Odds: 99.9%
Turn 129, 350 AD: (Extra Combat: -10%)
Turn 129, 350 AD: (Extra Combat: +10%)
Turn 129, 350 AD: (Combat: -50%)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 29 (42/100HP)
Turn 129, 350 AD: Dorothy's Axeman 3 is hit for 13 (87/100HP)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 29 (13/100HP)
Turn 129, 350 AD: Good Witch of the East's Spearman is hit for 29 (0/100HP)
Turn 129, 350 AD: Dorothy's Axeman 3 has defeated Good Witch of the East's Spearman!
Turn 129, 350 AD: San Francisco has been founded.
Turn 129, 350 AD: Taoism has spread in San Francisco.

Turn 130, 375 AD: The enemy has been spotted near San Francisco!
Turn 130, 375 AD: Seattle can hurry Barracks for 2⇴ with 24ℤ overflow and +1⇤ for 15 turns.
Turn 130, 375 AD: Wicked Witch of the East has 130 gold available for trade.
Turn 130, 375 AD: Wicked Witch of the East has 5 gold per turn available for trade.
Turn 130, 375 AD: Wicked Witch of the East is willing to negotiate.
Turn 130, 375 AD: Wicked Witch of the East/Good Witch of the East is the worst enemy of Wicked Witch of the North/Good Witch of the North.
Turn 130, 375 AD: Good Witch of the South will trade Civil Service
Turn 130, 375 AD: Wicked Witch of the South will trade Civil Service
Turn 130, 375 AD: Wicked Witch of the West will trade Civil Service
Turn 130, 375 AD: Good Witch of the West will trade Civil Service
Turn 130, 375 AD: Wicked Witch of the East will trade Compass
Turn 130, 375 AD: Will Sign Peace Treaty: Wicked Witch of the East
Turn 130, 375 AD: Dorothy's Swordsman 1 (Not Kansas) (6.07) vs Good Witch of the East's Axeman (2.31)
Turn 130, 375 AD: Combat Odds: 99.3%
Turn 130, 375 AD: (Extra Combat: -10%)
Turn 130, 375 AD: (Extra Combat: +10%)
Turn 130, 375 AD: (Combat: +75%)
Turn 130, 375 AD: Good Witch of the East's Axeman is hit for 20 (5/100HP)
Turn 130, 375 AD: Good Witch of the East's Axeman is hit for 20 (0/100HP)
Turn 130, 375 AD: Dorothy's Swordsman 1 (Not Kansas) has defeated Good Witch of the East's Axeman!
Turn 130, 375 AD: Your Swordsman 1 (Not Kansas) has destroyed a Axeman!
Turn 130, 375 AD: Washington will grow to size 9 on the next turn.
Turn 130, 375 AD: New York will grow to size 6 on the next turn.
Turn 130, 375 AD: Atlanta will grow to size 8 on the next turn.
Turn 130, 375 AD: Seattle will grow to size 6 on the next turn.
Turn 130, 375 AD: Wicked Witch of the East has founded Tønsberg in a distant land.

Turn 131, 400 AD: Washington has grown to size 9.
Turn 131, 400 AD: New York has grown to size 6.
Turn 131, 400 AD: Philadelphia can hurry Lighthouse for 2⇴ with 44ℤ overflow and +1⇤ for 11 turns.
Turn 131, 400 AD: Atlanta has grown to size 8.
Turn 131, 400 AD: Seattle has grown to size 6.
Turn 131, 400 AD: Wicked Witch of the North has 50 gold available for trade.
Turn 131, 400 AD: Good Witch of the East has 100 gold available for trade.
Turn 131, 400 AD: Good Witch of the East is willing to negotiate.
Turn 131, 400 AD: Good Witch of the East will trade Compass
Turn 131, 400 AD: Will Sign Peace Treaty: Good Witch of the East
Turn 131, 400 AD: Clearing a Forest has created 30 ℤ for San Francisco.
Turn 131, 400 AD: Clearing a Forest has created 30 ℤ for San Francisco.
Turn 131, 400 AD: Boston will grow to size 10 on the next turn.
Turn 131, 400 AD: Philadelphia will grow to size 11 on the next turn.
Turn 131, 400 AD: Atlanta will grow to size 9 on the next turn.
Turn 131, 400 AD: Seattle will grow to size 7 on the next turn.
Turn 131, 400 AD: Amir Khusro (Great Artist) has been born in Not Kansas (Dorothy)!
Turn 131, 400 AD: You have discovered Music!
Turn 131, 400 AD: Not Kansas celebrates "We Love the Prime Minister Day"!!!
Turn 131, 400 AD: Good Witch of the South has founded Tadmekka in a distant land.
Turn 131, 400 AD: Good Witch of the North has founded Warwick in a distant land.

Turn 132, 425 AD: Not Kansas can hurry Spy for 1⇴ with 32ℤ overflow and +1⇤ for 10 turns.
Turn 132, 425 AD: Boston has grown to size 10.
Turn 132, 425 AD: Boston can hurry Catapult for 2⇴ with 37ℤ overflow and +1⇤ for 10 turns.
Turn 132, 425 AD: Philadelphia has grown to size 11.
Turn 132, 425 AD: Atlanta has grown to size 9.
Turn 132, 425 AD: Seattle has grown to size 7.
Turn 132, 425 AD: Good Witch of the West has 70 gold available for trade.
Turn 132, 425 AD: Good Witch of the South will trade Feudalism
Turn 132, 425 AD: Wicked Witch of the South will trade Feudalism
Turn 132, 425 AD: Wicked Witch of the West will trade Feudalism
Turn 132, 425 AD: Good Witch of the West will trade Feudalism
 
:goodjob: Sounds great -Asterix- :hatsoff:

Can't wait to get a look at the save. Multiple redoubts? :hmm:
Don't like the sound of that.

Roster:
Htadus - UP
The-Hawk - On Deck
Cactus Pete
Mad Professor
leif
DJMGator13
-Asterix-
- Nice work. :high5:
 
Nice turnset! I'm still very happy with the decisions we've made.

I will be leaving tomorrow on a business trip, so I won't have time for a detailed look. However, taking a quick glance, some comments:

  • Liz took the site SW of York (and screwed it up to boot).
  • I am a little disappointed there are four candidate sites. Winning the competition might come down to someone making a lucky guess.
  • Of course, maybe the map maker threw a real curve and Oz is in the FOW west of Monty :D.
  • Getting culture cities placed by each of the candidate OZ sites is going to be problematic. The AI's will surely hose up the sites with their own cities (although Shaka placed Nobamba in a good spot). We will need to conquer and potentially raze/resettle. Once Nobamba border pops, maybe we will see enough to rule out that one site.
  • Since we will be placing up to four cities near the Oz sites, we might want a city with Forbidden Palace in the core.
  • With the challenge of placing cities for culture push maybe paras will be our best bet after all? :confused:
  • Looks like Liberalism is going to be a challenge. Monty/Gandhi have Philo and Paper already.
 
Looked at save . . . some thoughts:

If we are going to build the HE in Washington, then we are going to want to utilize the wheat (starting now) and by so doing both of the mined plains hills; otherwise, it should go in Phily.

By building culture in SF for two turns before switching back to forge, we can expand the city in 3 turns and be able to utilize the available wkbt on the fish to grow the city faster.

Think Hawk’s hypothesis of Oz being west of Monty should not be dismissed. Fortresses could all be red herrings. Going to try to find time to recreate fortresses with World Builder to determine if there is a different look to them with, and without, non-mountainous terrain in the center. Not clear to me that they aren’t all solid mountains. Hope others will do this as well so we can compare impressions.

Have we asked our ‘pleased’ relations for money or even a tech recently? This often works in Vanilla.

What about trading Music (and 45 gold) for Compass to Monty and then trying to trade Compass and Aesthetics to Mansa for Feudalism (perhaps after researching it for a turn or two) or Civil Service?
 
Awesome -Asterix-

Got it and will need a day or two to come up with a plan. Hope for 5 GS's and 1 GM for gold.

Nice turnset! I'm still very happy with the decisions we've made.I agree

I will be leaving tomorrow on a business trip, so I won't have time for a detailed look. However, taking a quick glance, some comments:

  • Liz took the site SW of York (and screwed it up to boot). Grrrr
  • I am a little disappointed there are four candidate sites. Winning the competition might come down to someone making a lucky guess. Not really. There are only 2 candidate sites but as you noted below those 2 maybe ruses too.
  • Of course, maybe the map maker threw a real curve and Oz is in the FOW west of Monty :D.
  • Getting culture cities placed by each of the candidate OZ sites is going to be problematic. The AI's will surely hose up the sites with their own cities (although Shaka placed Nobamba in a good spot). We will need to conquer and potentially raze/resettle. Once Nobamba border pops, maybe we will see enough to rule out that one site. Neither shaka or Ganghis are hiding the Oz. See the images.
  • Since we will be placing up to four cities near the Oz sites, we might want a city with Forbidden Palace in the core. We should build it in east witch lands.
  • With the challenge of placing cities for culture push maybe paras will be our best bet after all? :confused: Or bulb our way to physics (11 gs's can do it)
  • Looks like Liberalism is going to be a challenge. Monty/Gandhi have Philo and Paper already.
I am a bit concerned too but just a bit. I am confident that we can bulb liberalism and get at least Printing press if need be. I will track the AI progress each turn/

Looked at save . . . some thoughts:

If we are going to build the HE in Washington, then we are going to want to utilize the wheat (starting now) and by so doing both of the mined plains hills; otherwise, it should go in Phily.It appears that our best food city west of NY is also the best production city. Too bad I need it for GP's.

By building culture in SF for two turns before switching back to forge, we can expand the city in 3 turns and be able to utilize the available wkbt on the fish to grow the city faster.I agree

Think Hawk’s hypothesis of Oz being west of Monty should not be dismissed. Fortresses could all be red herrings. Going to try to find time to recreate fortresses with World Builder to determine if there is a different look to them with, and without, non-mountainous terrain in the center. Not clear to me that they aren’t all solid mountains. Hope others will do this as well so we can compare impressions.The ranges by khan and shaka are weak imposters

Have we asked our ‘pleased’ relations for money or even a tech recently? This often works in Vanilla.Will try

What about trading Music (and 45 gold) for Compass to Monty and then trying to trade Compass and Aesthetics to Mansa for Feudalism (perhaps after researching it for a turn or two) or Civil Service?

Monty trade is a good idea and should be done asap just in case thay also have been teching it.

I will write a turn plan when I am not tired. Please keep comments coming
 

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Not really. There are only 2 candidate sites but as you noted below those 2 maybe ruses too.

Neither shaka or Ganghis are hiding the Oz. See the images.
Agree with your analysis concerning the two sites you posted screenies for.

North of Nobamba is another redoubt that needs some recon.

There is also some fog out in the ocean to the west of Teotihuacan that could be hiding an island? And, of course, east of Asoka needs checking as well.
 
Here's the more detailed log from T128-132, interesting stuff in blue:

T128:

- Trade with Monty: map + 195g <-> map + Lit.
- About the revealed map:
- GW is in Delhi, other side of the map
- there are multiple mountain forts
- Shaka is getting to the middle area already
- lands of Asoka & Rags are still in the fog
- Promo axe with shock and fortify troops.
- Switch research to Music and 100% science.
- NK: start phant.
- Atlanta: take fish from Chicago to grow faster.
- Philly: take wheat from Wash to build settler in 2 turns.
- Move settler + missionary to forest.
- 3 workers near Philly: partially build fort between Philly and copper site.

IBT:

- Asoka doesn't attack but moves 1N of the forest as predicted.
- Our exploring wb is almost eaten by a barb galley from fog.
- Gandhi builds hindu AP.
- GSci is born somewhere.
- Shaka/Mansa are the worst enemy of Genghis/Lizzy.

T129:

- Seattle: LH => barracks.
- NK: engineer -> glh mine (from Boston).
- Boston: glh mine -> engineer.
- Move wb to Coventry to be safe from barb galley.
- Time for quick haka before battles:
- promo cat with Barrage2: attack sword (59%) -> cat dies
- promo cat with Barrage1: attack shock axe (67.5%) -> cat withdraws
- shock axe: attack axe (97%) -> win
- sword: attack sword (99%) -> win
- sword: attack chariot (99%) -> win
- 3 axes: attack 3 spears (99.9%) -> win
- Asoka has only his shock axe left at 1.3/5 str, decide to stop and get one more exp for one of our 7 exp swords.
- Settle copper city (San Francisco): start granary.
- Missionary spreads taoism to SF.
- Fortify spear and archer in SF.
- Great General is born in Wash, need to discuss what to do with it.

IBT:

- Ragnar talks again.
- Mansa/Shaka & Gandhi/Monty willing to trade CS.

T130:

- Philly: settler => LH.
- Sword: attack the last axe (99%) -> win => get 8 exp sword for HE.
- Pasture sheep for SF.
- Rags would accept peace for 115g, don't want to pay.
- Load archer to galley and head towards York.

IBT:

- Asoka talks again.

T131:

- NK: phant => spy.
- Boston: phant => cat.
- Chicago: granary => LH.
- Asoka wants NY for peace, Rags wants 105g. Both can suck our balls.
- Promo sword with CR1 & CR2 to actually have that level 4 unit.
- Galley finds barb city west of SF.
- Chop 2 forests near SF for granary.

IBT:

- Mansa/Shaka & Gandhi/Monty willing to trade Feudalism.

T132:

- Music -> CS. Get GA from Music.
- Wash: cat => HE.
- Atlanta: galley => LH.
- SF: granary => forge (as a placeholder).

Stop and upload the save.
 
Htadus, what would you do with Physics?

Comments to some issues:

Site SW of York:

Didn't notice that before reading Hawk's comment about it. Lizzy must have settled it between turns 131 and 132 and she sure did a bad job settling it. As that site is gone for now, should we divert our latest settler built in Philly to that seafood site south of NK & Wash?

Multiple mountain areas:

Hate it. But I think conquering world with cuirassiers and using the GW-trick should still be the fastest way to victory. We will probably need only one GArt to pop the wizard out from his hole as we can most certainly find the right place with just the normal bfc-pop.

Liberalism:

I'm confident we can get it with bulbs before AIs.

Building culture in SF:

Agree.

HE:

I think I checked earlier that Wash will have better hammers than Philly in the long run, mainly due to Philly having so much water. I'd suggest that we build HE in Wash but let Philly have wheat for growing to net GPs at least for the GA. Later, Wash can take wheat (or possibly some more grassland farms?) to support more mines once we start to really build our army.
 
Htadus, what would you do with Physics?
Airship, to overfly the various redoubts and see if we can find Oz. They can be stationed in ai cities with which we have Open Borders, so we should be able to recon much of what we cannot see now, including troop dispositions. :scan:

That would be my guess. :)
 
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