SGOTM 14 - Xteam

Also, I didn't realize you had to be in Slavery to use drafting.
That is not the problem, in any city in which you draft, your culture must make up at least 10% of the city's culture. In York, the city is 99% English and 1% ours. No draft there until it is 90% English and 10% ours. :sad:

Knock culture down. Attack loses cat for sure, and we almost certainly will take the city even if we lose a cur.
OK.

Might as well for a turn or two, though doubt we'll capture enough gold to get it in five turns.
We'll have to do the best we can.

Don't like the maceman headed for the gold hill. We want to take that position to prevent an attack from there. What did you find in Oxford? Need to consider attacking Asoka this turn. You've got 2 curs in London that can be galleon chained.
I do not have anything ready to pillage the Ivory, requires one more turn.

If we declare on Asoka, do you think it is best to turtle in Bombay, hoping his Cats will come out?

The other alternative is to place Cuirassier on the Gold Hill and the Hill the Mace is on plus take Cats, Trebs and some defenders and drop them by Galleon SE of Agra? Going to be bloody though?
 
Both Philly and NK will produce a Great Person in 8-turns and the game says that the one in NK will be born. Not sure we can affect this? :rolleyes:Hire merchants in Philly untill it say 2 turns to loose a pop and 7 turns for a GP. Next turn see if you can prevent the city from starving by removing a merchant and work a food tile. May be this will allow the city to generate the GP before NK. Another option is to wait untill the last 2 turns (5 turns from now) and use all the citizen as merchants. You may be able to get the GP from there before NK. When there is a tie, the city founded earliest get the GP

At Coventry, is it better to knock culture down or attack with the Cat before using units?Culture down if you want sacrifice the cat. Too bad the stack is not on open ground (not in the forest) If that was the case, you can reduce culture and then promote the 9 exp cuira to flanking II and attack with him first. If he is not doing good in the fight, he will most likely retreat. I am not sure how he will react when attacking from a forest. BTW, since cura's do not have defense, it is better to land them next to flat not forest/jungle tiles. They retreat very well as long as they have a movement point left.

Think I can attack Warwick this turn but take it next turn?If you lead with the treb and leave 1 cat fresh for next turn, it may come in handy

Should set research to 100% for MS?Yes

Moved Spy so you can see Bangalore, next move will be to visit Hyderabad.

Don't like the maceman headed for the gold hill. We want to take that position to prevent an attack from there. What did you find in Oxford? Need to consider attacking Asoka this turn. You've got 2 curs in London that can be galleon chained.

Not this turn. By the way. load all the single move units that are nearby(cats/treb/WE and mace) on to the galleons this turn. DoW next turn and drop them next to gold on the plains tile. The 2 movement units can run to that spot from Bombay. The turn after that city should fall.

BTW it is a shame to see all those pop getting wasted. Very disappointing. We should have starve Philly during the last turn set and be in slavary already.

Here is the analysis I did not get to do for killing a pop or two to get the GP from philly.
Typically one can get about 2500-1200 gold from a GM around this time of the game.
Lets just say 2500. So in an 8 turn GA, we need to get 313 g/hpt empire wide. Without mm, we can get about 180g/hpt right now. With some micro we probably can get that number to about 210g/hpt. And we do not get to loose the production/wealth lost during an anarchy. So the cost of 3 pop verses 180x8=1440 hammer/commers total or a trade mission. I would not hesitate to do so. Of course there is no gurantee that we will get a GM.:scan:

Anyways Hooohaa leif. Kick some indian rears. Wait a minute...my grandpa was Indian. He would have not liked my words.:D
 
Not this turn. By the way. load all the single move units that are nearby(cats/treb/WE and mace) on to the galleons this turn. DoW next turn and drop them next to gold on the plains tile. The 2 movement units can run to that spot from Bombay. The turn after that city should fall.
The only problem is that there are 8 Cats and 3 Knights in the city and a couple more Knight around in the countryside. Setting that large a stack next to the city means a bloody mess, not good for us. The Cats will weaken our defenders and the Knight will flank our Cats and Trebs, very ugly!

Think it best to lure them out somehow and try to deal with them in open terrain. Just not sure how?

edit - might be better to get them to attack Bombay?

Anyways Hooohaa leif. Kick some indian rears. Wait a minute...my grandpa was Indian. He would have not liked my words.:D
Indian for your grandpa, Vikings for mine. It all evens out in the end... :mischief:
 
That is not the problem, in any city in which you draft, your culture must make up at least 10% of the city's culture. In York, the city is 99% English and 1% ours. No draft there until it is 90% English and 10% ours. :sad: Understood. Draft musket after mace in SF and now in Prayaga.

I do not have anything ready to pillage the Ivory, requires one more turn. That's not absolutely critical, but probably best to wait.

If we declare on Asoka, do you think it is best to turtle in Bombay, hoping his Cats will come out? If the gold hill is not occupied when we declare, then seems clear we want to take possession of that hill with enough defensive units (e.g. G1LB, non-medic pike promoted to seige, and G2musket) so that Asoka will have to burn several of his cats and weaken other units to take it. [BTW, we have more defensive units available to be expended than offensive units, so defending is probably in our interest.] If we leave gold hill unoccupied, he will attack Bombay (assuming he attacks it at all) from the hill, which would make our counterattack more difficult. If he moves the mace onto the hill, then would suggest we begin war by moving pike, WE, and seige cur onto cottaged plane west of Bombay, pillaging cottage as we move cur. If he doesn't attack, we can pillage the road and move back into city, but suspect he will burn cats and attack that stack before Bombay. We should lose fewer units than Asoka and induce him to not expend the full force of his cats on Bombay, leaving us in good position to counterattack.

The other alternative is to place Cuirassier on the Gold Hill and the Hill the Mace is on plus take Cats, Trebs and some defenders and drop them by Galleon SE of Agra? Going to be bloody though?
Don't care for the bloody alternative. Let's try to play defense first.

"Another option is to wait until the last 2 turns (5 turns from now) and use all the citizen as merchants." Don't think this will work, but should look at it in five turns.
 
OK, occupying the Gold Hill seems like a good way to go.

Would like to draft Muskets in Prayaga and New york right off. Certainly SF next turn.

Galleon 8 contains a Pike, Cat and Treb. Thinking those should go to San Fran straight away. The Cuirassier from Washington should go to San Fran as well.

Cuirassier20 can head for the Ivory and pillaging it, protected by the Pike in the Galleon?

The Merchant in Philly is going to be a problem. The city has only 6-food in the bin, so changing any citizens will cost at least 1. We can check on that more thoroughly when the time comes.

Beyond that, it is haka and prayers. If there is a response, perhaps this afternoon could continue.
 
The maneuver around Agra worked like a champ and Asoka's initial stack was destroyed for the loss of 2 Cats. Lizzie is a memory and we are at peace with the Mongols.

-Aztecs or Gandhi will trade Democracy or Scientific Method plus gold for Military Tradition.

-Malinese or Zulu will also trade Scientific Method plus gold for Military Tradition.

-Advice needed on whether to attack Agra this turn or not. Our attacks will nearly all be in the 70 – 80 % range. Reinforcement for Asoka are on the way including a couple of Knights and cats and a Mace.

-Please note Raggie's stack a couple of turns from SanFran.

Save attached below.

Spoiler :
Turn 185 – 1250 AD
Reload game and continue.
Draft a Musket in New York and Prayaga.

Load ships near Prayaga and New York.

Battle of Coventry.
Cat bombards culture down to 24%.
Cuirassier attacks at LB at 71.25% and kills him, now 5.2/12.
Cuirassier attacks Axe at 96.97% and kills him, we take Coventry and 170 Gold, install Governor. City has only a Lighthouse, start a Courthouse.

Near Oxford. WE attacks English Cat at 99.27% and kills it, now 6.9/8.
Move units near Oxford and find 2 x CG1LB and a Cat.
Put Pike and Settler on a Galleon and sail north to the city site.
Cuirassier south to be ready to pillage Ivory.

Land units from Galleon8 in SanFran.
Change research to 100%.
Load three Cuirassier at York and Galleon chain them into SanFran.
Move Spy to have a lok at Hyderabad. Find 2 x LB (1-CG1, 1 – Guerilla1), 1 x Mace CBT1, 1 x Buddhist Missionary, 2 x Caravel and 2 x Galley.
Southern scouting Caravel finds Viking city of Bjorgvin containing one CG1LB and one Sword promoted to CBT1 and Shock.

IBT
York’s water supply was poinsoned.
Montie comes calling, wants to trade Democracy plus 50 Gold to us for Military Tradition. Decide to hold MT for now.Washington Cuirassier => Cuirassier.
Seattle Cuirassier => Cuirassier.
San Francisco Mace => Cat.
Asoka Mace did not occupy the Gold Hill, moved into Agra, I think?
Our Spy was killed near Hyderabad. :sad:

Turn 186 – 1260 AD
Draft a Musket in Sanfran.

During the ibt, Raggie founded the city of Oslo west of the Ivory, forcing our Cuir. To retreat back to our territory, too far to get to the Ivory. :rolleyes:

OK, let’s take care of Lizzy first.
Battle of Oxford.
Cat bombards city defense to 4%.
Cuirassier attacks LB at 82,86% and kills him, now at 3.8/12.
Move more units up.

Battle of Warwick.
Bombarb Warwick back to 0%.
CR2 Cat attacks at 21.08% and survives, LB are down to 1.5 and 5.5/6.
CR3 Mace attacks LB at 93.37 and kills him.
CR3 Mace attacks CBT1/Shock Mace at 88.54 and kills him.
CR2/CBT1 Mace attack cg1LB at 92.26% and kills him.
CBT4 Mace attack Pike at 99.6% and kills him.
CR2 Mace attacks LB at 99.99% and kills him, we take Warwick and raze it to the ground! Receive 157 Gold and three Workers for our effort.

Land settler.

Load a Spear and a Cuirassier from SanFran onto a Galleon and head for the Ivory near Ujjain.

Here we go, declare war on Asoka and Raggie.
Move units onto Gold Hill.
Move Galleons near Gold Hill.
Move more Cuirassier south from English territory towards SanFran.
All prepped, let’s see what happens?

IBT
We lose our Caravel that was near
Gandhi comes calling, wants to end our 6 gpt deal for Wheat, so we add Spices (we have 2) and he keeps paying us 6 gpt.
Washington Cuirassier => Cuirassier.
Boston Xbow => Trebuchet.
Atlanta Cuirassier => cuirassier.
SanFran Cat => Cuirassier.
Holy Crap, Asoka sent his whole stack to the desert tile south of Bombay. It includes:
8 Cats, 2 Xbows and 3 Knights.

Turn 187 – 1270 AD
Battle for Oxford.
Cuirassier attacks LB at 82.86% and kills it, now 1.8/12.
Mace attacks Cat at 98.95% and kills it, we take Oxford and get 49 Gold. Raze it.

Make peace with Mongols and get World Map plus 70 Gold.

Found the city of Houston, start a Work Boat. Assign citizen as an Artist.

Land a Pike and a Cuirassier to pillage Ivory and find a Raggie stack heading north. It consists of 5 Cats, 1 Treb, (all CR2 except 1 Cat which is Barrage2), 2 Berserks, 2 WE, 1 Pike and a LB.

Let’s see what we can do with Asoka’s stack?
From Bombay:
Promote Cat5 to Barrage and attack at 3.12%. Dies.
Attack Knight with Cuirassier at 96.69% and it kill him, now at 10.2/12.
Cuirassier attacks Knight at 90.37% and kills him, now at 7.9/12.
Promote Cat6 to Barrage and attack Knight at 10.96% and dies.
Promote Musket to CBT2 and attack Xbow at 94.52% and kill him, now at 5/9.
WE attacks Xbow at 92.55% and kills him with no loss.
Mace attacks Knight at 98.3% and kills him, now at 3.9/8.
Now there are 8 Cats remaining.
Supermedic Cuirassier attacks Cat at 100% and klls him with no loss, weakens the restvia flanking.
Pike attacks Cat at 96.85% and kills him, now at 2.2/6.
Musket from Gold Hill attacks at 100% and kills him without loss.
LB attacks Cat at 99.98% and kills him without loss.
Mace attacks Cat at 100% and kill him, now at 5.9/8.
Musket attacks Cat at 100% and kills him without loss.
Cuirassier attacks Cat at 100% and kills one Cat while flanking kills the last one.
The stack is destroyed at the cost of 2 Cats.

Land siege units with defenders next to Agra.
Draft another Musket at Prayaga and Hastings.
Change build in SanFran to Cat.

IBT
We lose both units on the Ivory as Raggie’s stack advances.
NK Cuirassier => Cuirassier.
Houston WB => Granary.
A Knight moved into Agra, other units moved to Ayodhya where it look like he is building another stack.

Turn 188 – 1280 AD
Battle of Agra.
Bombard Agra down to 58%, have to wait another turn.

Found Raggie city of Lodose which contains: 3 LB’s, 1 Knight, 1 Sword and 1 Xbox, and 1 Settler.

Kill an Asoka Sword near the old Oxford site.
Save and exit game to take a dinner break.
Reload and start again.
Change research rate to 0%.
Change London fro Courthouse to WB.
Draft Musket in London.

IBT
Witches of the West and South will trade Scientific Method.
Washington Cuirassier => Cuirassier.
New York Frigate => Frigate.
Seattle Cuirassier => Cuirassier.
SanFran Cat => Musket.
Harrapan Privateer => Musket

Turn 189 – 1290 AD
Battle of Agra.
Cats and a Treb reduce culture to 28%.
CR3 Trab attacks Knight at 75.78% and survives, now 2.5/4.

Stop, Save and post for advice.
 

Attachments

Take Agra this turn. And kill as many units as you can in the vicinity.

It is now time to press the Viking campaign. That Whole stack is waiting to get killed. Only 1 real defender in the stack.

There are good usefull units in England. Run them to the hub to Join the main force. It is no longer good to defend the hub. We need to attack.

I would not trade MilTrad. We are going to need all the advantage we can have. This is a war game and we should be using war civics. Emancipation is not one.
 
Take Agra this turn. And kill as many units as you can in the vicinity.
I hesitated because of two reasons:
1. It might be easier to destroy all his units iif he stuck them in Agra where Cats could have a turn at them?

2. Attacking this turn will mean the probable loss of some units. What is the balance between time (take it now) and force protection (having more to fight tomorrow)?

It is now time to press the Viking campaign. That Whole stack is waiting to get killed. Only 1 real defender in the stack.
Yes, planning to take down his stack next turn when they get on the road.

There are good usefull units in England. Run them to the hub to Join the main force. It is no longer good to defend the hub. We need to attack.
Yes, moving units from England to SanFran using Galleon chains as fast as I can load them. Check our stack in SanFran.

I would not trade MilTrad. We are going to need all the advantage we can have. This is a war game and we should be using war civics. Emancipation is not one.
We are already getting quite a bite in happiness from Emancipation. We might as well take the turn hit and go into Slavery?

Almost forgot, any further suggestions for Great Merchant in Philly? Almost down to the wire... :)
 
I hesitated because of two reasons:
1. It might be easier to destroy all his units iif he stuck them in Agra where Cats could have a turn at them?OK, then kill the mace and 2 LB's and the mace and a cat on the hill. Leave the knight alone.

2. Attacking this turn will mean the probable loss of some units. What is the balance between time (take it now) and force protection (having more to fight tomorrow)?Not as long as some strong units are left intact.


Yes, planning to take down his stack next turn when they get on the road.


Yes, moving units from England to SanFran using Galleon chains as fast as I can load them. Check our stack in SanFran.Oh I did and that is what i was refering to as the main force


We are already getting quite a bite in happiness from Emancipation. We might as well take the turn hit and go into Slavery?Can we wait 3 turns?

Almost forgot, any further suggestions for Great Merchant in Philly? Almost down to the wire... :)

Hire all pop as merchants. loose 3 pop and gain a GM.
 
Agra can wait a turn, but kill he mace and cats for sure.

Agree with Htadus on the GM. Hate to waste pop, but the GM is much better than GS. Then we can go to slavery.

While we continue to research grens, think we need to slot some CH's in. I have a feeling research is not done yet. We are going to need to take land from south or west before this is over and they are teching well. Once we have some CH's our tech rate will get better and we can put our hammers into grens and cannon.

Also agree with holding back MT. I suspect our next tech beeline is to infantry and Sci Meth is not on that path. We still have some time before emancipation is a huge issue (still have some happy resources we can pull back from trades).

GK will trade 10 gpt for fish.

One nit... London has a 5 gold cottage and tons of food. I would switch a citizen to that cottage.
 
Agra can wait a turn, but kill he mace and cats for sure.
Agree.

Agree with Htadus on the GM. Hate to waste pop, but the GM is much better than GS. Then we can go to slavery.
OK, will do.

While we continue to research grens, think we need to slot some CH's in. I have a feeling research is not done yet. We are going to need to take land from south or west before this is over and they are teching well. Once we have some CH's our tech rate will get better and we can put our hammers into grens and cannon.
As soon as we have some basic things done in former England, will do.

Also agree with holding back MT. I suspect our next tech beeline is to infantry and Sci Meth is not on that path. We still have some time before emancipation is a huge issue (still have some happy resources we can pull back from trades).
OK, no trade.

GK will trade 10 gpt for fish.

One nit... London has a 5 gold cottage and tons of food. I would switch a citizen to that cottage.
:thanx:

What I am thinking is that we should load up Galleons in SanFran and once we kill Raggie's stack, send a force to Ayodhya. From there, we can build a fort on one of the desert tiles and send that force on to attack Raggie's larger southern cities? Cut him off from the heart of his empire?
 
What I am thinking is that we should load up Galleons in SanFran and once we kill Raggie's stack, send a force to Ayodhya. From there, we can build a fort on one of the desert tiles and send that force on to attack Raggie's larger southern cities? Cut him off from the heart of his empire?

I like this :goodjob:. We can go straight for Nidaros and get Chicken Itchy out of Rags hands.
 
Rag's stack is destroyed, Agra is ours, Galleons are loaded and ready to go after Ayodhya, Great Merchant was born in Philly with the loss of 2 citizens, and we are 1 turn from Military Science.

Do we want a Golden Age or a trade mission?

Have played 9 turns, should I play a few more or turn it over? If this is a good turn-over time, that is fine by me Turns take a long time now but I might have some time tomorrow.

Log since last break:
Spoiler :
Turn 189 – 1290 AD
Battle of Agra.
Cats and a Treb reduce culture to 28%.
CR3 Trab attacks Knight at 75.78% and survives, now 2.5/4.

Stop, Save and post for advice.
Load game and start again.
Trade Fish to Mongols for 10 gpt.
Hire all citizens as Merchants in Philly.
Re-assign citizen in London to 5-Gold cottage.
Change Washington build from Cuirassier to Trebuchet.

Near Agra.
Cuirassier attacks Mace on hill at 96.54% and kills him, now 8.4/12.
WE attacks Cat on a hill at 96.85% and kill it, now 5.6/8.
Musket attacks Cat on hill at 99.86% and kills him with no loss, move back into Agra stack.
Ask Montie for 120 Gold but he turns his friends down.
Change our espionage point allocations to Zulu/Malinese team.

IBT
We lose a Caravel near Rag’s city of Lodose.
We lose a Caravel (destroyed one but lost to the second) near Asoka’s city of Bangalore.
Boston Trebuchet => Trabuchet.
Atlanta Cuirassier => Cuirassier.

Turn 190 – 1300 AD
Battle of Agra.
Bombard culture to 0%.
Cuirassier attacks Mace at 90.58% and kills him, now at 6.2/12.
Cuirassier attacks LB at 90.01% and kills him, now at 4.3/12.
Cuirassier attacks LB at 90.01% and kills him, now at 2.4/12.
Pike attacks Knight at 88.92% and kills him, now at 3.1/6.
WE attacks Knight at 99.64% and Agra is our, along with 209 Gold, install a governor. City has Granary, Forge, Market, Aqueduct and Courthouse. Start a Barracks.

There is a Knight and a Xbow on the hill 2 west of Bombay.
Cuirassier attacks Knight at 91.86% and kills him.

Move Galleons into SanFran for upload.
Change Hastings from Wealth to Courthouse.

IBT
Asoka attacks our LB on the Gold Hill and kills him.
Asoka moves 2 Knights 1 SE of Bombay.
NK Cuirassier => Cuirassier.
Washington Trab => Treb.
SanFran Musket => Cat.
Prayaga Spy => Privateer.

Turn 191 – 1310 AD
Battle of SanFran.
Cat attacks Ragg’s WE at 4.87% and dies.
Cat attacks WE at 13.47% and retreats.
Cuirassier attacks WE at 90.67% and kills him with no loss.
Cuirassier attacks Berserk at 99.79% and kills him with no loss.
Cuirassier attacks Berserk at 99.91% and kills him, now 10.3/12.
Cuirassier attacks LB at 99.91% and kills him, now at 10.4/12.
Cuirassier attacks Cat at 99.96% and kills him, now at 10.6/12.
Cuirassier attacks WE at 99.99% and kills him without loss.
Cuirassier attack Cat at 100% and kills the last 2 Cats with no loss.

Load Galleons at SanFran.

Near Agra G2Musket attacks Xbow at 100% and kills him without loss.

Bombay:
WE attacks Knight at 75.11% and kills him, now at 5.3/8.
Musket attacks Knight at 74.9% and kills him, now at 4.4/9.

Reassign citizens in Philly so GM next turn but saves us a pop point.
Ask Zulu for 100 Gold and get rejected.

IBT
Washington Treb => Cuirassier.
Seattle Cuirassier => Cuirassier.
SanFran Cat => Cat.
Nottingham Lighthouse =>Wealth.
A Great Merchant is born in Philly.

Turn 192 – 1320 AD
Stop, save and consult.


Save attached.
 

Attachments

Have played 9 turns, should I play a few more or turn it over? If this is a good turn-over time, that is fine by me Turns take a long time now but I might have some time tomorrow.

That's up to you Leif - it doesn't bother me. I have been following fairly closely despite lack of comments on the board from me. Any time in the next week or so is looking good for me to play a turn set. Doesn't bother me at all whether you stop now or play a few more turns tomorrow.
 
If it would help you to have Sunday to prepare, by all means I will upload it to the server.

If I'm fortunate, I might get another 2 to 3 turns done tomorrow. If you think you can get more done in the time frame, then let's turn it over.
 
Just got home and looked at save . . . leif has certainly done well.

Probably shouldn't draft muskets this turn, since grens will be available next turn, and perhaps shouldn't draft grens next turn if we are going to go into a GA, where the value of each citizen is enhanced. BTW, If we were to trade for ScM, what would the GS bulb?

In Vanilla, the next tech for me would clearly be Steel for cannons, but not sure in BTS.

The frigate should probably be sent south to bombard the Indian coastal cities and then for work against the Vikings. The privateer was intended to be sent through canal city and cause the Mongols problems, but there is a caravel to eliminate first. BTW, leif, what happened to the galleon that I was sending west via the polar route?

Why are there 3 curs just snoozing in Coventry and Nottingham?

Don't we need a granary in Canterbury more than an LB?

Perhaps there is an advantage for leif to continue for a few turns, as he is familiar with what has been going on in India and can play with the idea in mind of turning the game over cleanly.
 
Probably shouldn't draft muskets this turn, since grens will be available next turn, and perhaps shouldn't draft grens next turn if we are going to go into a GA, where the value of each citizen is enhanced. BTW, If we were to trade for ScM, what would the GS bulb?
If we get SciMeth the next tech to bulb would be Physics.

In Vanilla, the next tech for me would clearly be Steel for cannons, but not sure in BTS.
That is generally where I would go as well. Starting to fear we are falling behind in tech.

The frigate should probably be sent south to bombard the Indian coastal cities and then for work against the Vikings. The privateer was intended to be sent through canal city and cause the Mongols problems, but there is a caravel to eliminate first. BTW, leif, what happened to the galleon that I was sending west via the polar route?
Had planned to send one Frigate south and one towards Ayodhya, to pass through the planned canal there and head for Rags capital.

We lost all our caravels on that side of the legs due to Rags using double Caravels to attack them.

Sorry, didn't realize that was where the Galleon was headed and used him to move Workers heading south from former English lands. Then to move units from England to SanFran.

Why are there 3 curs just snoozing in Coventry and Nottingham?
They were healing and while they were, several Knights appeared from other AI nations, so I left some in the area in case of back stab,. Plus, we do not have enough Muskets/LB's to back fill MP's. Probably poor reasons, but ...

Don't we need a granary in Canterbury more than an LB?
Trying to build some back fill units for MP, Canterbury is on the slow growth path with no significant food resources. Should have probably used Worker there to chop the forest into a Granary.

Perhaps there is an advantage for leif to continue for a few turns, as he is familiar with what has been going on in India and can play with the idea in mind of turning the game over cleanly.
One of the reasons I suggested a turn over is that now is probably the cleanest we will see for a while. Units are just completing healing in Agra, there is an attack force in SanFran ready to launch that could still be adjusted if needed and most units in the area of Bombay have been killed.

Suggest that a force be loaded on Galleons from Agra/Bombay and head by sea to Bangalore. The force gathered at SanFran head for Ayodhya, while bombarding the city, send back Galleon to bring some Workers and then after taking the city, build a canal south of the city and head by Galleon for Lahore and then Nidaros or straight for Nidaros. Keep pumping out units and Grens will be a welcome addition.
 
Just talked myself into uploading as the best choice so:

<<< The Save >>>

The summary for in game log, part 1:
Spoiler :
News Update: The Wizard of Oz is still alive

Here is your Session Turn Log from 1230 AD to 1320 AD:

Turn 183, 1230 AD: Dorothy's Cuirassier 4 (Washington) (14.40) vs Good Witch of the North's Maceman (6.95)
Turn 183, 1230 AD: Combat Odds: 99.3%
Turn 183, 1230 AD: (Extra Combat: -20%)
Turn 183, 1230 AD: (Extra Combat: +10%)
Turn 183, 1230 AD: (Combat: -25%)
Turn 183, 1230 AD: Dorothy's Cuirassier 4 (Washington) is hit for 14 (86/100HP)
Turn 183, 1230 AD: Good Witch of the North's Maceman is hit for 28 (72/100HP)
Turn 183, 1230 AD: Dorothy's Cuirassier 4 (Washington) is hit for 14 (72/100HP)
Turn 183, 1230 AD: Good Witch of the North's Maceman is hit for 28 (44/100HP)
Turn 183, 1230 AD: Dorothy's Cuirassier 4 (Washington) is hit for 14 (58/100HP)
Turn 183, 1230 AD: Good Witch of the North's Maceman is hit for 28 (16/100HP)
Turn 183, 1230 AD: Good Witch of the North's Maceman is hit for 28 (0/100HP)
Turn 183, 1230 AD: Dorothy's Cuirassier 4 (Washington) has defeated Good Witch of the North's Maceman!
Turn 183, 1230 AD: The revolution has begun!!!
Turn 183, 1230 AD: Dorothy adopts Nationhood!
Turn 183, 1230 AD: Dorothy adopts Free Market!
Turn 183, 1230 AD: Dorothy adopts Theocracy!
Turn 183, 1230 AD: Narayana Guru (Great Prophet) has been born in Karakorum (Wicked Witch of the North)!
Turn 183, 1230 AD: Nikolaus August Otto (Great Engineer) has been born in Agra (Good Witch of the East)!

Turn 184, 1240 AD: Dorothy's Catapult 20 (Chicago) (5.00) vs Good Witch of the North's Longbowman (7.74)
Turn 184, 1240 AD: Combat Odds: 19.8%
Turn 184, 1240 AD: (Extra Combat: +20%)
Turn 184, 1240 AD: (Plot Defense: +4%)
Turn 184, 1240 AD: (Fortify: +25%)
Turn 184, 1240 AD: (City Defense: +25%)
Turn 184, 1240 AD: (City Attack: -45%)
Turn 184, 1240 AD: Dorothy's Catapult 20 (Chicago) is hit for 24 (76/100HP)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 16 (84/100HP)
Turn 184, 1240 AD: Dorothy's Catapult 20 (Chicago) is hit for 24 (52/100HP)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 16 (68/100HP)
Turn 184, 1240 AD: Dorothy's Catapult 20 (Chicago) is hit for 24 (28/100HP)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 16 (52/100HP)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 16 (36/100HP)
Turn 184, 1240 AD: Dorothy's Cuirassier 20 (San Francisco) (13.20) vs Good Witch of the North's Longbowman (8.68)
Turn 184, 1240 AD: Combat Odds: 94.8%
Turn 184, 1240 AD: (Extra Combat: -10%)
Turn 184, 1240 AD: (Plot Defense: +4%)
Turn 184, 1240 AD: (Fortify: +10%)
Turn 184, 1240 AD: (City Defense: +45%)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 24 (67/100HP)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 24 (43/100HP)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 24 (19/100HP)
Turn 184, 1240 AD: Dorothy's Cuirassier 20 (San Francisco) is hit for 16 (84/100HP)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 24 (0/100HP)
Turn 184, 1240 AD: Dorothy's Cuirassier 20 (San Francisco) has defeated Good Witch of the North's Longbowman!
Turn 184, 1240 AD: Dorothy's War Elephant 1 (Washington) (10.40) vs Good Witch of the North's Longbowman (2.61)
Turn 184, 1240 AD: Combat Odds: 100.0%
Turn 184, 1240 AD: (Extra Combat: -30%)
Turn 184, 1240 AD: (Extra Combat: +20%)
Turn 184, 1240 AD: (Plot Defense: +4%)
Turn 184, 1240 AD: (Fortify: +25%)
Turn 184, 1240 AD: (City Defense: +25%)
Turn 184, 1240 AD: Good Witch of the North's Longbowman is hit for 25 (0/100HP)
Turn 184, 1240 AD: Dorothy's War Elephant 1 (Washington) has defeated Good Witch of the North's Longbowman!
Turn 184, 1240 AD: You have captured Minoan!!!
Turn 184, 1240 AD: You have destroyed the city of Minoan!!!
Turn 184, 1240 AD: You have discovered Constitution!
Turn 184, 1240 AD: The anarchy is over! Your government is re-established.
Turn 184, 1240 AD: Good Witch of the West adopts Universal Suffrage!
Turn 184, 1240 AD: Good Witch of the West adopts Emancipation!
Turn 184, 1240 AD: Wicked Witch of the North's Golden Age has begun!!!

Turn 185, 1250 AD: Dorothy's Cuirassier 16 (Washington) (15.60) vs Good Witch of the North's Longbowman (14.64)
Turn 185, 1250 AD: Combat Odds: 66.2%
Turn 185, 1250 AD: (Extra Combat: -30%)
Turn 185, 1250 AD: (Plot Defense: +49%)
Turn 185, 1250 AD: (Fortify: +25%)
Turn 185, 1250 AD: (City Defense: +45%)
Turn 185, 1250 AD: (Hills Defense: +25%)
Turn 185, 1250 AD: Dorothy's Cuirassier 16 (Washington) is hit for 19 (81/100HP)
Turn 185, 1250 AD: Good Witch of the North's Longbowman is hit for 20 (80/100HP)
Turn 185, 1250 AD: Dorothy's Cuirassier 16 (Washington) is hit for 19 (62/100HP)
Turn 185, 1250 AD: Dorothy's Cuirassier 16 (Washington) is hit for 19 (43/100HP)
Turn 185, 1250 AD: Good Witch of the North's Longbowman is hit for 20 (60/100HP)
Turn 185, 1250 AD: Good Witch of the North's Longbowman is hit for 20 (40/100HP)
Turn 185, 1250 AD: Good Witch of the North's Longbowman is hit for 20 (20/100HP)
Turn 185, 1250 AD: Good Witch of the North's Longbowman is hit for 20 (0/100HP)
Turn 185, 1250 AD: Dorothy's Cuirassier 16 (Washington) has defeated Good Witch of the North's Longbowman!
Turn 185, 1250 AD: Dorothy's Cuirassier 2 (Washington) (15.60) vs Good Witch of the North's Axeman (9.20)
Turn 185, 1250 AD: Combat Odds: 96.4%
Turn 185, 1250 AD: (Extra Combat: -30%)
Turn 185, 1250 AD: (Extra Combat: +10%)
Turn 185, 1250 AD: (Plot Defense: +49%)
Turn 185, 1250 AD: (Fortify: +25%)
Turn 185, 1250 AD: Good Witch of the North's Axeman is hit for 25 (75/100HP)
Turn 185, 1250 AD: Good Witch of the North's Axeman is hit for 25 (50/100HP)
Turn 185, 1250 AD: Good Witch of the North's Axeman is hit for 25 (25/100HP)
Turn 185, 1250 AD: Good Witch of the North's Axeman is hit for 25 (0/100HP)
Turn 185, 1250 AD: Dorothy's Cuirassier 2 (Washington) has defeated Good Witch of the North's Axeman!
Turn 185, 1250 AD: You have captured Coventry!!!
Turn 185, 1250 AD: Dorothy's War Elephant 1 (Washington) (10.40) vs Good Witch of the North's Catapult (5.00)
Turn 185, 1250 AD: Combat Odds: 99.3%
Turn 185, 1250 AD: (Extra Combat: -30%)
Turn 185, 1250 AD: Good Witch of the North's Catapult is hit for 28 (72/100HP)
Turn 185, 1250 AD: Good Witch of the North's Catapult is hit for 28 (44/100HP)
Turn 185, 1250 AD: Good Witch of the North's Catapult is hit for 28 (16/100HP)
Turn 185, 1250 AD: Dorothy's War Elephant 1 (Washington) is hit for 14 (86/100HP)
Turn 185, 1250 AD: Good Witch of the North's Catapult is hit for 28 (0/100HP)
Turn 185, 1250 AD: Dorothy's War Elephant 1 (Washington) has defeated Good Witch of the North's Catapult!
Turn 185, 1250 AD: The borders of Hastings have expanded!
Turn 185, 1250 AD: Wicked Witch of the West adopts Emancipation!

Turn 186, 1260 AD: Dorothy's Cuirassier 17 (Seattle) (14.40) vs Good Witch of the North's Longbowman (10.44)
Turn 186, 1260 AD: Combat Odds: 79.8%
Turn 186, 1260 AD: (Extra Combat: -20%)
Turn 186, 1260 AD: (Plot Defense: +4%)
Turn 186, 1260 AD: (Fortify: +25%)
Turn 186, 1260 AD: (City Defense: +45%)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (77/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (54/100HP)
Turn 186, 1260 AD: Dorothy's Cuirassier 17 (Seattle) is hit for 17 (83/100HP)
Turn 186, 1260 AD: Dorothy's Cuirassier 17 (Seattle) is hit for 17 (66/100HP)
Turn 186, 1260 AD: Dorothy's Cuirassier 17 (Seattle) is hit for 17 (49/100HP)
Turn 186, 1260 AD: Dorothy's Cuirassier 17 (Seattle) is hit for 17 (32/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (31/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (8/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (0/100HP)
Turn 186, 1260 AD: Dorothy's Cuirassier 17 (Seattle) has defeated Good Witch of the North's Longbowman!
Turn 186, 1260 AD: Dorothy's Catapult 22 (Chicago) (5.00) vs Good Witch of the North's Longbowman (7.50)
Turn 186, 1260 AD: Combat Odds: 21.1%
Turn 186, 1260 AD: (Fortify: +25%)
Turn 186, 1260 AD: (City Defense: +45%)
Turn 186, 1260 AD: (City Attack: -45%)
Turn 186, 1260 AD: Dorothy's Catapult 22 (Chicago) is hit for 24 (76/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 16 (84/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 16 (68/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 16 (52/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 16 (36/100HP)
Turn 186, 1260 AD: Dorothy's Catapult 22 (Chicago) is hit for 24 (52/100HP)
Turn 186, 1260 AD: Dorothy's Catapult 22 (Chicago) is hit for 24 (28/100HP)
Turn 186, 1260 AD: Dorothy's Catapult 22 (Chicago) is hit for 24 (4/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 5 (Washington) (8.00) vs Good Witch of the North's Longbowman (5.19)
Turn 186, 1260 AD: Combat Odds: 93.4%
Turn 186, 1260 AD: (Fortify: +25%)
Turn 186, 1260 AD: (City Defense: +45%)
Turn 186, 1260 AD: (City Attack: -75%)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 24 (67/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 24 (43/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 24 (19/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 24 (0/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 5 (Washington) has defeated Good Witch of the North's Longbowman!
Turn 186, 1260 AD: Dorothy's Maceman 12 (San Francisco) (8.00) vs Good Witch of the North's Maceman (5.65)
Turn 186, 1260 AD: Combat Odds: 88.5%
Turn 186, 1260 AD: (Extra Combat: +10%)
Turn 186, 1260 AD: (Fortify: +10%)
Turn 186, 1260 AD: (City Attack: -75%)
Turn 186, 1260 AD: (Combat: -50%)
Turn 186, 1260 AD: (Combat: +75%)
Turn 186, 1260 AD: Good Witch of the North's Maceman is hit for 23 (69/100HP)
Turn 186, 1260 AD: Good Witch of the North's Maceman is hit for 23 (46/100HP)
Turn 186, 1260 AD: Good Witch of the North's Maceman is hit for 23 (23/100HP)
Turn 186, 1260 AD: Good Witch of the North's Maceman is hit for 23 (0/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 12 (San Francisco) has defeated Good Witch of the North's Maceman!
Turn 186, 1260 AD: Dorothy's Maceman 1 (Washington) (8.80) vs Good Witch of the North's Longbowman (6.00)
Turn 186, 1260 AD: Combat Odds: 92.2%
Turn 186, 1260 AD: (Extra Combat: -10%)
Turn 186, 1260 AD: (Fortify: +10%)
Turn 186, 1260 AD: (City Defense: +45%)
Turn 186, 1260 AD: (City Attack: -45%)
Turn 186, 1260 AD: Dorothy's Maceman 1 (Washington) is hit for 16 (84/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 1 (Washington) is hit for 16 (68/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 1 (Washington) is hit for 16 (52/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 1 (Washington) is hit for 16 (36/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (68/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (45/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (22/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 23 (0/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 1 (Washington) has defeated Good Witch of the North's Longbowman!
Turn 186, 1260 AD: Dorothy's Maceman 6 (Washington) (11.20) vs Good Witch of the North's Pikeman (4.74)
Turn 186, 1260 AD: Combat Odds: 99.6%
Turn 186, 1260 AD: (Extra Combat: -40%)
Turn 186, 1260 AD: (Extra Combat: +10%)
Turn 186, 1260 AD: (Fortify: +25%)
Turn 186, 1260 AD: (Combat: -50%)
Turn 186, 1260 AD: Dorothy's Maceman 6 (Washington) is hit for 13 (87/100HP)
Turn 186, 1260 AD: Good Witch of the North's Pikeman is hit for 29 (62/100HP)
Turn 186, 1260 AD: Good Witch of the North's Pikeman is hit for 29 (33/100HP)
Turn 186, 1260 AD: Good Witch of the North's Pikeman is hit for 29 (4/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 6 (Washington) is hit for 13 (74/100HP)
Turn 186, 1260 AD: Good Witch of the North's Pikeman is hit for 29 (0/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 6 (Washington) has defeated Good Witch of the North's Pikeman!
Turn 186, 1260 AD: Dorothy's Maceman 1 (Not Kansas) (7.48) vs Good Witch of the North's Longbowman (1.87)
Turn 186, 1260 AD: Combat Odds: 100.0%
Turn 186, 1260 AD: (Extra Combat: -10%)
Turn 186, 1260 AD: (Fortify: +25%)
Turn 186, 1260 AD: (City Defense: +45%)
Turn 186, 1260 AD: (City Attack: -45%)
Turn 186, 1260 AD: Dorothy's Maceman 1 (Not Kansas) is hit for 15 (70/100HP)
Turn 186, 1260 AD: Good Witch of the North's Longbowman is hit for 26 (0/100HP)
Turn 186, 1260 AD: Dorothy's Maceman 1 (Not Kansas) has defeated Good Witch of the North's Longbowman!
Turn 186, 1260 AD: You have captured Warwick!!!
Turn 186, 1260 AD: You have destroyed the city of Warwick!!!
Turn 186, 1260 AD: You have declared war on Wicked Witch of the East/Good Witch of the East!
Turn 186, 1260 AD: You have discovered a source of Copper near Chicago!
Turn 186, 1260 AD: The borders of Canterbury have expanded!
Turn 186, 1260 AD: Wicked Witch of the South adopts Emancipation!
Turn 186, 1260 AD: Wicked Witch of the South adopts Free Market!
Turn 186, 1260 AD: Wicked Witch of the South adopts Free Religion!
Turn 186, 1260 AD: Rabbi Akiva (Great Prophet) has been born in Delhi (Good Witch of the West)!
Turn 186, 1260 AD: Wicked Witch of the East's Caravel (3.30) vs Dorothy's Caravel 1 (Washington) (4.20)
Turn 186, 1260 AD: Combat Odds: 24.1%
Turn 186, 1260 AD: (Extra Combat: -10%)
Turn 186, 1260 AD: (Extra Combat: +30%)
Turn 186, 1260 AD: (Plot Defense: +10%)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 22 (78/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 22 (56/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 22 (34/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 22 (12/100HP)
Turn 186, 1260 AD: Dorothy's Caravel 1 (Washington) is hit for 17 (83/100HP)
Turn 186, 1260 AD: Dorothy's Caravel 1 (Washington) is hit for 17 (66/100HP)
Turn 186, 1260 AD: Dorothy's Caravel 1 (Washington) is hit for 17 (49/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 22 (0/100HP)
Turn 186, 1260 AD: Dorothy's Caravel 1 (Washington) has defeated Wicked Witch of the East's Caravel!
Turn 186, 1260 AD: Wicked Witch of the East's Caravel (3.30) vs Dorothy's Caravel 1 (Washington) (2.05)
Turn 186, 1260 AD: Combat Odds: 96.0%
Turn 186, 1260 AD: (Extra Combat: -10%)
Turn 186, 1260 AD: (Extra Combat: +30%)
Turn 186, 1260 AD: (Plot Defense: +10%)
Turn 186, 1260 AD: Dorothy's Caravel 1 (Washington) is hit for 20 (29/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 19 (81/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 19 (62/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 19 (43/100HP)
Turn 186, 1260 AD: Dorothy's Caravel 1 (Washington) is hit for 20 (9/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 19 (24/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel is hit for 19 (5/100HP)
Turn 186, 1260 AD: Dorothy's Caravel 1 (Washington) is hit for 20 (0/100HP)
Turn 186, 1260 AD: Wicked Witch of the East's Caravel has defeated Dorothy's Caravel 1 (Washington)!
Turn 186, 1260 AD: Good Witch of the East adopts Slavery!
Turn 186, 1260 AD: Good Witch of the East adopts Theocracy!

Turn 187, 1270 AD: Dorothy's Cuirassier 10 (Washington) (14.40) vs Good Witch of the North's Longbowman (10.44)
Turn 187, 1270 AD: Combat Odds: 79.8%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: (Plot Defense: +4%)
Turn 187, 1270 AD: (Fortify: +25%)
Turn 187, 1270 AD: (City Defense: +45%)
Turn 187, 1270 AD: Good Witch of the North's Longbowman is hit for 23 (77/100HP)
Turn 187, 1270 AD: Good Witch of the North's Longbowman is hit for 23 (54/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 10 (Washington) is hit for 17 (83/100HP)
Turn 187, 1270 AD: Good Witch of the North's Longbowman is hit for 23 (31/100HP)
Turn 187, 1270 AD: Good Witch of the North's Longbowman is hit for 23 (8/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 10 (Washington) is hit for 17 (66/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 10 (Washington) is hit for 17 (49/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 10 (Washington) is hit for 17 (32/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 10 (Washington) is hit for 17 (15/100HP)
Turn 187, 1270 AD: Good Witch of the North's Longbowman is hit for 23 (0/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 10 (Washington) has defeated Good Witch of the North's Longbowman!
Turn 187, 1270 AD: Dorothy's Maceman 9 (Washington) (9.60) vs Good Witch of the North's Catapult (5.00)
Turn 187, 1270 AD: Combat Odds: 99.0%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: Good Witch of the North's Catapult is hit for 27 (73/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 9 (Washington) is hit for 14 (86/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 9 (Washington) is hit for 14 (72/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 9 (Washington) is hit for 14 (58/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 9 (Washington) is hit for 14 (44/100HP)
Turn 187, 1270 AD: Good Witch of the North's Catapult is hit for 27 (46/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 9 (Washington) is hit for 14 (30/100HP)
Turn 187, 1270 AD: Good Witch of the North's Catapult is hit for 27 (19/100HP)
Turn 187, 1270 AD: Good Witch of the North's Catapult is hit for 27 (0/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 9 (Washington) has defeated Good Witch of the North's Catapult!
Turn 187, 1270 AD: You have captured Oxford!!!
Turn 187, 1270 AD: The English Civilization has been destroyed!!!
Turn 187, 1270 AD: You have destroyed the city of Oxford!!!
Turn 187, 1270 AD: Houston has been founded.
Turn 187, 1270 AD: You have made peace with Wicked Witch of the North!
Turn 187, 1270 AD: Dorothy's Catapult 5 (5.00) vs Good Witch of the East's Knight (11.00)
Turn 187, 1270 AD: Combat Odds: 3.1%
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: Dorothy's Catapult 5 is hit for 29 (71/100HP)
Turn 187, 1270 AD: Dorothy's Catapult 5 is hit for 29 (42/100HP)
Turn 187, 1270 AD: Dorothy's Catapult 5 is hit for 29 (13/100HP)
Turn 187, 1270 AD: Dorothy's Catapult 5 is hit for 29 (0/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight has defeated Dorothy's Catapult 5 !
Turn 187, 1270 AD: Dorothy's Cuirassier 15 (Not Kansas) (14.40) vs Good Witch of the East's Knight (8.69)
Turn 187, 1270 AD: Combat Odds: 96.1%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: (Combat: -25%)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 25 (75/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 25 (50/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 25 (25/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 15 (Not Kansas) is hit for 15 (85/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 25 (0/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 15 (Not Kansas) has defeated Good Witch of the East's Knight!
Turn 187, 1270 AD: Dorothy's Cuirassier 18 (Atlanta) (14.40) vs Good Witch of the East's Knight (10.12)
Turn 187, 1270 AD: Combat Odds: 88.7%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 23 (69/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 18 (Atlanta) is hit for 17 (83/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 18 (Atlanta) is hit for 17 (66/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 23 (46/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 23 (23/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 23 (0/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 18 (Atlanta) has defeated Good Witch of the East's Knight!
Turn 187, 1270 AD: Dorothy's Catapult 6 (5.00) vs Good Witch of the East's Knight (9.20)
Turn 187, 1270 AD: Combat Odds: 11.0%
Turn 187, 1270 AD: Dorothy's Catapult 6 is hit for 27 (73/100HP)
Turn 187, 1270 AD: Dorothy's Catapult 6 is hit for 27 (46/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 14 (78/100HP)
Turn 187, 1270 AD: Dorothy's Catapult 6 is hit for 27 (19/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 14 (64/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 14 (50/100HP)
Turn 187, 1270 AD: Dorothy's Catapult 6 is hit for 27 (0/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight has defeated Dorothy's Catapult 6 !
Turn 187, 1270 AD: Dorothy's Musketman 4 (Not Kansas) (10.80) vs Good Witch of the East's Crossbowman (6.60)
Turn 187, 1270 AD: Combat Odds: 94.6%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: Good Witch of the East's Crossbowman is hit for 25 (75/100HP)
Turn 187, 1270 AD: Dorothy's Musketman 4 (Not Kansas) is hit for 15 (85/100HP)
Turn 187, 1270 AD: Good Witch of the East's Crossbowman is hit for 25 (50/100HP)
Turn 187, 1270 AD: Dorothy's Musketman 4 (Not Kansas) is hit for 15 (70/100HP)
Turn 187, 1270 AD: Good Witch of the East's Crossbowman is hit for 25 (25/100HP)
Turn 187, 1270 AD: Dorothy's Musketman 4 (Not Kansas) is hit for 15 (55/100HP)
Turn 187, 1270 AD: Good Witch of the East's Crossbowman is hit for 25 (0/100HP)
Turn 187, 1270 AD: Dorothy's Musketman 4 (Not Kansas) has defeated Good Witch of the East's Crossbowman!
Turn 187, 1270 AD: Dorothy's War Elephant 4 (8.80) vs Good Witch of the East's Crossbowman (5.94)
Turn 187, 1270 AD: Combat Odds: 92.5%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: Good Witch of the East's Crossbowman is hit for 23 (67/100HP)
Turn 187, 1270 AD: Good Witch of the East's Crossbowman is hit for 23 (44/100HP)
Turn 187, 1270 AD: Good Witch of the East's Crossbowman is hit for 23 (21/100HP)
Turn 187, 1270 AD: Good Witch of the East's Crossbowman is hit for 23 (0/100HP)
Turn 187, 1270 AD: Dorothy's War Elephant 4 has defeated Good Witch of the East's Crossbowman!
Turn 187, 1270 AD: Dorothy's Maceman 7 (Washington) (10.40) vs Good Witch of the East's Knight (5.00)
Turn 187, 1270 AD: Combat Odds: 98.3%
Turn 187, 1270 AD: (Extra Combat: -30%)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 23 (27/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 7 (Washington) is hit for 17 (83/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 7 (Washington) is hit for 17 (66/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 23 (4/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 7 (Washington) is hit for 17 (49/100HP)
Turn 187, 1270 AD: Good Witch of the East's Knight is hit for 23 (0/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 7 (Washington) has defeated Good Witch of the East's Knight!
Turn 187, 1270 AD: Dorothy's Isoroku Yamamoto (Cuirassier) (13.20) vs Good Witch of the East's Catapult (3.85)
Turn 187, 1270 AD: Combat Odds: 100.0%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 33 (44/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 33 (11/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 33 (0/100HP)
Turn 187, 1270 AD: Dorothy's Isoroku Yamamoto (Cuirassier) has defeated Good Witch of the East's Catapult!
Turn 187, 1270 AD: Dorothy's Pikeman 2 (Washington) (6.60) vs Good Witch of the East's Catapult (3.75)
Turn 187, 1270 AD: Combat Odds: 96.8%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: Dorothy's Pikeman 2 (Washington) is hit for 16 (84/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 24 (51/100HP)
Turn 187, 1270 AD: Dorothy's Pikeman 2 (Washington) is hit for 16 (68/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 24 (27/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 24 (3/100HP)
Turn 187, 1270 AD: Dorothy's Pikeman 2 (Washington) is hit for 16 (52/100HP)
Turn 187, 1270 AD: Dorothy's Pikeman 2 (Washington) is hit for 16 (36/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 24 (0/100HP)
Turn 187, 1270 AD: Dorothy's Pikeman 2 (Washington) has defeated Good Witch of the East's Catapult!
Turn 187, 1270 AD: Dorothy's Musketman 1 (Boston) (9.00) vs Good Witch of the East's Catapult (2.60)
Turn 187, 1270 AD: Combat Odds: 100.0%
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 30 (22/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 30 (0/100HP)
Turn 187, 1270 AD: Dorothy's Musketman 1 (Boston) has defeated Good Witch of the East's Catapult!
Turn 187, 1270 AD: Dorothy's Longbowman 1 (Washington) (6.00) vs Good Witch of the East's Catapult (2.20)
Turn 187, 1270 AD: Combat Odds: 100.0%
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 25 (19/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 25 (0/100HP)
Turn 187, 1270 AD: Dorothy's Longbowman 1 (Washington) has defeated Good Witch of the East's Catapult!
Turn 187, 1270 AD: Dorothy's Maceman 8 (Not Kansas) (9.60) vs Good Witch of the East's Catapult (2.31)
Turn 187, 1270 AD: Combat Odds: 100.0%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: (Combat: +10%)
Turn 187, 1270 AD: Dorothy's Maceman 8 (Not Kansas) is hit for 13 (87/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 8 (Not Kansas) is hit for 13 (74/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 30 (12/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 30 (0/100HP)
Turn 187, 1270 AD: Dorothy's Maceman 8 (Not Kansas) has defeated Good Witch of the East's Catapult!
Turn 187, 1270 AD: Dorothy's Musketman 2 (Not Kansas) (9.00) vs Good Witch of the East's Catapult (2.20)
Turn 187, 1270 AD: Combat Odds: 100.0%
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 30 (14/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 30 (0/100HP)
Turn 187, 1270 AD: Dorothy's Musketman 2 (Not Kansas) has defeated Good Witch of the East's Catapult!
Turn 187, 1270 AD: Dorothy's Cuirassier 9 (Seattle) (13.20) vs Good Witch of the East's Catapult (1.68)
Turn 187, 1270 AD: Combat Odds: 100.0%
Turn 187, 1270 AD: (Extra Combat: -10%)
Turn 187, 1270 AD: (Combat: -25%)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 39 (3/100HP)
Turn 187, 1270 AD: Good Witch of the East's Catapult is hit for 39 (0/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 9 (Seattle) has defeated Good Witch of the East's Catapult!
Turn 187, 1270 AD: The borders of York have expanded!
Turn 187, 1270 AD: The borders of London have expanded!
Turn 187, 1270 AD: Wicked Witch of the North adopts Mercantilism!
Turn 187, 1270 AD: Wicked Witch of the East's Pikeman (7.20) vs Dorothy's Cuirassier 12 (Washington) (6.66)
Turn 187, 1270 AD: Combat Odds: 67.1%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: (Extra Combat: +20%)
Turn 187, 1270 AD: (Combat: -100%)
Turn 187, 1270 AD: Dorothy's Cuirassier 12 (Washington) is hit for 20 (80/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 12 (Washington) is hit for 20 (60/100HP)
Turn 187, 1270 AD: Wicked Witch of the East's Pikeman is hit for 19 (81/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 12 (Washington) is hit for 20 (40/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 12 (Washington) is hit for 20 (20/100HP)
Turn 187, 1270 AD: Dorothy's Cuirassier 12 (Washington) is hit for 20 (0/100HP)
Turn 187, 1270 AD: Wicked Witch of the East's Pikeman has defeated Dorothy's Cuirassier 12 (Washington)!
Turn 187, 1270 AD: Wicked Witch of the East's Berserker (9.60) vs Dorothy's Pikeman 3 (Atlanta) (3.63)
Turn 187, 1270 AD: Combat Odds: 99.9%
Turn 187, 1270 AD: (Extra Combat: -20%)
Turn 187, 1270 AD: (Extra Combat: +10%)
Turn 187, 1270 AD: (Combat: -75%)
Turn 187, 1270 AD: Dorothy's Pikeman 3 (Atlanta) is hit for 31 (69/100HP)
Turn 187, 1270 AD: Wicked Witch of the East's Berserker is hit for 12 (88/100HP)
Turn 187, 1270 AD: Wicked Witch of the East's Berserker is hit for 12 (76/100HP)
Turn 187, 1270 AD: Dorothy's Pikeman 3 (Atlanta) is hit for 31 (38/100HP)
Turn 187, 1270 AD: Wicked Witch of the East's Berserker is hit for 12 (64/100HP)
Turn 187, 1270 AD: Dorothy's Pikeman 3 (Atlanta) is hit for 31 (7/100HP)
Turn 187, 1270 AD: Dorothy's Pikeman 3 (Atlanta) is hit for 31 (0/100HP)
Turn 187, 1270 AD: Wicked Witch of the East's Berserker has defeated Dorothy's Pikeman 3 (Atlanta)!
 
The in game log part 2:
Spoiler :
Turn 188, 1280 AD: Dorothy's Axeman 2 (Washington) (6.50) vs Good Witch of the East's Swordsman (3.42)
Turn 188, 1280 AD: Combat Odds: 98.9%
Turn 188, 1280 AD: (Extra Combat: -30%)
Turn 188, 1280 AD: (Combat: -75%)
Turn 188, 1280 AD: Dorothy's Axeman 2 (Washington) is hit for 14 (86/100HP)
Turn 188, 1280 AD: Dorothy's Axeman 2 (Washington) is hit for 14 (72/100HP)
Turn 188, 1280 AD: Good Witch of the East's Swordsman is hit for 27 (73/100HP)
Turn 188, 1280 AD: Good Witch of the East's Swordsman is hit for 27 (46/100HP)
Turn 188, 1280 AD: Dorothy's Axeman 2 (Washington) is hit for 14 (58/100HP)
Turn 188, 1280 AD: Good Witch of the East's Swordsman is hit for 27 (19/100HP)
Turn 188, 1280 AD: Good Witch of the East's Swordsman is hit for 27 (0/100HP)
Turn 188, 1280 AD: Dorothy's Axeman 2 (Washington) has defeated Good Witch of the East's Swordsman!

Turn 189, 1290 AD: Dorothy's Trebuchet 10 (Not Kansas) (4.00) vs Good Witch of the East's Knight (3.92)
Turn 189, 1290 AD: Combat Odds: 75.8%
Turn 189, 1290 AD: (Extra Combat: +20%)
Turn 189, 1290 AD: (City Attack: -175%)
Turn 189, 1290 AD: Dorothy's Trebuchet 10 (Not Kansas) is hit for 19 (81/100HP)
Turn 189, 1290 AD: Good Witch of the East's Knight is hit for 20 (80/100HP)
Turn 189, 1290 AD: Good Witch of the East's Knight is hit for 20 (60/100HP)
Turn 189, 1290 AD: Dorothy's Trebuchet 10 (Not Kansas) is hit for 19 (62/100HP)
Turn 189, 1290 AD: Good Witch of the East's Knight is hit for 20 (40/100HP)
Turn 189, 1290 AD: Dorothy's Cuirassier 19 (Washington) (14.40) vs Good Witch of the East's Maceman (8.80)
Turn 189, 1290 AD: Combat Odds: 95.9%
Turn 189, 1290 AD: (Extra Combat: -20%)
Turn 189, 1290 AD: (Extra Combat: +10%)
Turn 189, 1290 AD: (Plot Defense: +25%)
Turn 189, 1290 AD: (Combat: -25%)
Turn 189, 1290 AD: Good Witch of the East's Maceman is hit for 25 (75/100HP)
Turn 189, 1290 AD: Dorothy's Cuirassier 19 (Washington) is hit for 15 (85/100HP)
Turn 189, 1290 AD: Good Witch of the East's Maceman is hit for 25 (50/100HP)
Turn 189, 1290 AD: Good Witch of the East's Maceman is hit for 25 (25/100HP)
Turn 189, 1290 AD: Dorothy's Cuirassier 19 (Washington) is hit for 15 (70/100HP)
Turn 189, 1290 AD: Good Witch of the East's Maceman is hit for 25 (0/100HP)
Turn 189, 1290 AD: Dorothy's Cuirassier 19 (Washington) has defeated Good Witch of the East's Maceman!
Turn 189, 1290 AD: Dorothy's War Elephant 6 (8.80) vs Good Witch of the East's Catapult (5.00)
Turn 189, 1290 AD: Combat Odds: 96.8%
Turn 189, 1290 AD: (Extra Combat: -10%)
Turn 189, 1290 AD: Good Witch of the East's Catapult is hit for 26 (74/100HP)
Turn 189, 1290 AD: Good Witch of the East's Catapult is hit for 26 (48/100HP)
Turn 189, 1290 AD: Dorothy's War Elephant 6 is hit for 15 (85/100HP)
Turn 189, 1290 AD: Good Witch of the East's Catapult is hit for 26 (22/100HP)
Turn 189, 1290 AD: Dorothy's War Elephant 6 is hit for 15 (70/100HP)
Turn 189, 1290 AD: Good Witch of the East's Catapult is hit for 26 (0/100HP)
Turn 189, 1290 AD: Dorothy's War Elephant 6 has defeated Good Witch of the East's Catapult!
Turn 189, 1290 AD: Dorothy's Musketman 1 (Boston) (9.00) vs Good Witch of the East's Catapult (3.75)
Turn 189, 1290 AD: Combat Odds: 99.9%
Turn 189, 1290 AD: Good Witch of the East's Catapult is hit for 28 (47/100HP)
Turn 189, 1290 AD: Good Witch of the East's Catapult is hit for 28 (19/100HP)
Turn 189, 1290 AD: Good Witch of the East's Catapult is hit for 28 (0/100HP)
Turn 189, 1290 AD: Dorothy's Musketman 1 (Boston) has defeated Good Witch of the East's Catapult!
Turn 189, 1290 AD: The borders of Nottingham have expanded!
Turn 189, 1290 AD: You have constructed a Granary in Nottingham. Work has now begun on a Lighthouse.
Turn 189, 1290 AD: The borders of Houston have expanded!
Turn 189, 1290 AD: Wicked Witch of the East's Caravel (3.30) vs Dorothy's Caravel 3 (New York) (3.60)
Turn 189, 1290 AD: Combat Odds: 32.6%
Turn 189, 1290 AD: (Extra Combat: -10%)
Turn 189, 1290 AD: (Extra Combat: +10%)
Turn 189, 1290 AD: (Plot Defense: +10%)
Turn 189, 1290 AD: Dorothy's Caravel 3 (New York) is hit for 19 (81/100HP)
Turn 189, 1290 AD: Wicked Witch of the East's Caravel is hit for 20 (80/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 3 (New York) is hit for 19 (62/100HP)
Turn 189, 1290 AD: Wicked Witch of the East's Caravel is hit for 20 (60/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 3 (New York) is hit for 19 (43/100HP)
Turn 189, 1290 AD: Wicked Witch of the East's Caravel is hit for 20 (40/100HP)
Turn 189, 1290 AD: Wicked Witch of the East's Caravel is hit for 20 (20/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 3 (New York) is hit for 19 (24/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 3 (New York) is hit for 19 (5/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 3 (New York) is hit for 19 (0/100HP)
Turn 189, 1290 AD: Wicked Witch of the East's Caravel has defeated Dorothy's Caravel 3 (New York)!
Turn 189, 1290 AD: Good Witch of the East's Caravel (3.00) vs Dorothy's Caravel 4 (New York) (3.30)
Turn 189, 1290 AD: Combat Odds: 32.2%
Turn 189, 1290 AD: (Plot Defense: +10%)
Turn 189, 1290 AD: Good Witch of the East's Caravel is hit for 20 (80/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 4 (New York) is hit for 19 (81/100HP)
Turn 189, 1290 AD: Good Witch of the East's Caravel is hit for 20 (60/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 4 (New York) is hit for 19 (62/100HP)
Turn 189, 1290 AD: Good Witch of the East's Caravel is hit for 20 (40/100HP)
Turn 189, 1290 AD: Good Witch of the East's Caravel is hit for 20 (20/100HP)
Turn 189, 1290 AD: Good Witch of the East's Caravel is hit for 20 (0/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 4 (New York) has defeated Good Witch of the East's Caravel!
Turn 189, 1290 AD: Good Witch of the East's Caravel (3.00) vs Dorothy's Caravel 4 (New York) (2.04)
Turn 189, 1290 AD: Combat Odds: 94.8%
Turn 189, 1290 AD: (Plot Defense: +10%)
Turn 189, 1290 AD: Good Witch of the East's Caravel is hit for 18 (82/100HP)
Turn 189, 1290 AD: Good Witch of the East's Caravel is hit for 18 (64/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 4 (New York) is hit for 21 (41/100HP)
Turn 189, 1290 AD: Good Witch of the East's Caravel is hit for 18 (46/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 4 (New York) is hit for 21 (20/100HP)
Turn 189, 1290 AD: Dorothy's Caravel 4 (New York) is hit for 21 (0/100HP)
Turn 189, 1290 AD: Good Witch of the East's Caravel has defeated Dorothy's Caravel 4 (New York)!

Turn 190, 1300 AD: The enemy has been spotted near San Francisco!
Turn 190, 1300 AD: The enemy has been spotted near Los Angeles!
Turn 190, 1300 AD: The enemy has been spotted near New York!
Turn 190, 1300 AD: Philadelphia has shrunk to size 13.
Turn 190, 1300 AD: Nottingham has shrunk to size 8.
Turn 190, 1300 AD: Wicked Witch of the South has 160 gold available for trade.
Turn 190, 1300 AD: Good Witch of the West has 60 gold available for trade.
Turn 190, 1300 AD: Your Catapult 13 (Seattle) has reduced the defenses of Agra to 21%!
Turn 190, 1300 AD: Your Catapult 8 has reduced the defenses of Agra to 13%!
Turn 190, 1300 AD: Your Catapult 24 (Chicago) has reduced the defenses of Agra to 5%!
Turn 190, 1300 AD: Your Trebuchet 10 (Not Kansas) has reduced the defenses of Agra to 0%!
Turn 190, 1300 AD: Dorothy's Cuirassier 15 (Not Kansas) (15.60) vs Good Witch of the East's Maceman (10.80)
Turn 190, 1300 AD: Combat Odds: 88.9%
Turn 190, 1300 AD: (Extra Combat: -30%)
Turn 190, 1300 AD: (Extra Combat: +10%)
Turn 190, 1300 AD: (Fortify: +25%)
Turn 190, 1300 AD: Good Witch of the East's Maceman is hit for 24 (76/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 15 (Not Kansas) is hit for 16 (84/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 15 (Not Kansas) is hit for 16 (68/100HP)
Turn 190, 1300 AD: Good Witch of the East's Maceman is hit for 24 (52/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 15 (Not Kansas) is hit for 16 (52/100HP)
Turn 190, 1300 AD: Good Witch of the East's Maceman is hit for 24 (28/100HP)
Turn 190, 1300 AD: Good Witch of the East's Maceman is hit for 24 (4/100HP)
Turn 190, 1300 AD: Good Witch of the East's Maceman is hit for 24 (0/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 15 (Not Kansas) has defeated Good Witch of the East's Maceman!
Turn 190, 1300 AD: Your Cuirassier 15 (Not Kansas) has destroyed a Maceman!
Turn 190, 1300 AD: Dorothy's Cuirassier 9 (Seattle) (14.40) vs Good Witch of the East's Longbowman (10.20)
Turn 190, 1300 AD: Combat Odds: 88.2%
Turn 190, 1300 AD: (Extra Combat: -20%)
Turn 190, 1300 AD: (Fortify: +25%)
Turn 190, 1300 AD: (City Defense: +45%)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (77/100HP)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (54/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 9 (Seattle) is hit for 16 (84/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 9 (Seattle) is hit for 16 (68/100HP)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (31/100HP)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (8/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 9 (Seattle) is hit for 16 (52/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 9 (Seattle) is hit for 16 (36/100HP)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (0/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 9 (Seattle) has defeated Good Witch of the East's Longbowman!
Turn 190, 1300 AD: Your Cuirassier 9 (Seattle) has destroyed a Longbowman!
Turn 190, 1300 AD: Dorothy's Cuirassier 22 (Seattle) (14.40) vs Good Witch of the East's Longbowman (10.20)
Turn 190, 1300 AD: Combat Odds: 88.2%
Turn 190, 1300 AD: (Extra Combat: -20%)
Turn 190, 1300 AD: (Fortify: +25%)
Turn 190, 1300 AD: (City Defense: +45%)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (77/100HP)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (54/100HP)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (31/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 22 (Seattle) is hit for 16 (84/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 22 (Seattle) is hit for 16 (68/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 22 (Seattle) is hit for 16 (52/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 22 (Seattle) is hit for 16 (36/100HP)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (8/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 22 (Seattle) is hit for 16 (20/100HP)
Turn 190, 1300 AD: Good Witch of the East's Longbowman is hit for 23 (0/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 22 (Seattle) has defeated Good Witch of the East's Longbowman!
Turn 190, 1300 AD: Your Cuirassier 22 (Seattle) has destroyed a Longbowman!
Turn 190, 1300 AD: Dorothy's Pikeman 5 (Boston) (7.20) vs Good Witch of the East's Knight (5.00)
Turn 190, 1300 AD: Combat Odds: 88.9%
Turn 190, 1300 AD: (Extra Combat: -20%)
Turn 190, 1300 AD: (Combat: -100%)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 23 (77/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 23 (54/100HP)
Turn 190, 1300 AD: Dorothy's Pikeman 5 (Boston) is hit for 16 (84/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 23 (31/100HP)
Turn 190, 1300 AD: Dorothy's Pikeman 5 (Boston) is hit for 16 (68/100HP)
Turn 190, 1300 AD: Dorothy's Pikeman 5 (Boston) is hit for 16 (52/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 23 (8/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 23 (0/100HP)
Turn 190, 1300 AD: Dorothy's Pikeman 5 (Boston) has defeated Good Witch of the East's Knight!
Turn 190, 1300 AD: Your Pikeman 5 (Boston) has destroyed a Knight!
Turn 190, 1300 AD: Dorothy's War Elephant 6 (6.16) vs Good Witch of the East's Knight (1.92)
Turn 190, 1300 AD: Combat Odds: 99.6%
Turn 190, 1300 AD: (Extra Combat: -10%)
Turn 190, 1300 AD: (Extra Combat: +20%)
Turn 190, 1300 AD: (Combat: -50%)
Turn 190, 1300 AD: Dorothy's War Elephant 6 is hit for 16 (54/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 24 (1/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 24 (0/100HP)
Turn 190, 1300 AD: Dorothy's War Elephant 6 has defeated Good Witch of the East's Knight!
Turn 190, 1300 AD: Your War Elephant 6 has destroyed a Knight!
Turn 190, 1300 AD: You have captured Agra!!!
Turn 190, 1300 AD: Dorothy's Cuirassier 18 (Atlanta) (14.40) vs Good Witch of the East's Knight (9.52)
Turn 190, 1300 AD: Combat Odds: 90.4%
Turn 190, 1300 AD: (Extra Combat: -20%)
Turn 190, 1300 AD: (Extra Combat: +20%)
Turn 190, 1300 AD: (Combat: -25%)
Turn 190, 1300 AD: Dorothy's Cuirassier 18 (Atlanta) is hit for 16 (84/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 24 (76/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 24 (52/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 18 (Atlanta) is hit for 16 (68/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 24 (28/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 24 (4/100HP)
Turn 190, 1300 AD: Good Witch of the East's Knight is hit for 24 (0/100HP)
Turn 190, 1300 AD: Dorothy's Cuirassier 18 (Atlanta) has defeated Good Witch of the East's Knight!
Turn 190, 1300 AD: Your Cuirassier 18 (Atlanta) has destroyed a Knight!
Turn 190, 1300 AD: Dorothy's Frigate 1 (New York) (8.80) vs Good Witch of the East's Caravel (3.30)
Turn 190, 1300 AD: Combat Odds: 99.9%
Turn 190, 1300 AD: (Extra Combat: -10%)
Turn 190, 1300 AD: (Plot Defense: +10%)
Turn 190, 1300 AD: Good Witch of the East's Caravel is hit for 31 (69/100HP)
Turn 190, 1300 AD: Good Witch of the East's Caravel is hit for 31 (38/100HP)
Turn 190, 1300 AD: Good Witch of the East's Caravel is hit for 31 (7/100HP)
Turn 190, 1300 AD: Dorothy's Frigate 1 (New York) is hit for 12 (88/100HP)
Turn 190, 1300 AD: Good Witch of the East's Caravel is hit for 31 (0/100HP)
Turn 190, 1300 AD: Dorothy's Frigate 1 (New York) has defeated Good Witch of the East's Caravel!
Turn 190, 1300 AD: Your Frigate 1 (New York) has destroyed a Caravel!
Turn 190, 1300 AD: Clearing a Forest has created 30 &#8484; for Nottingham.
Turn 190, 1300 AD: Clearing a Forest has created 30 &#8484; for Harappan.
Turn 190, 1300 AD: Philadelphia will shrink to size 12 on the next turn.
Turn 190, 1300 AD: Los Angeles will grow to size 2 on the next turn.
Turn 190, 1300 AD: You have trained a Work Boat in London. Work has now begun on a Courthouse.
Turn 190, 1300 AD: Good Witch of the South adopts Emancipation!
Turn 190, 1300 AD: Good Witch of the East's Crossbowman (6.00) vs Dorothy's Longbowman 3 (Prayaga) (11.10)
Turn 190, 1300 AD: Combat Odds: 1.2%
Turn 190, 1300 AD: (Plot Defense: +25%)
Turn 190, 1300 AD: (Fortify: +15%)
Turn 190, 1300 AD: (Hills Defense: +45%)
Turn 190, 1300 AD: Dorothy's Longbowman 3 (Prayaga) is hit for 14 (86/100HP)
Turn 190, 1300 AD: Good Witch of the East's Crossbowman is hit for 27 (73/100HP)
Turn 190, 1300 AD: Dorothy's Longbowman 3 (Prayaga) is hit for 14 (72/100HP)
Turn 190, 1300 AD: Dorothy's Longbowman 3 (Prayaga) is hit for 14 (58/100HP)
Turn 190, 1300 AD: Dorothy's Longbowman 3 (Prayaga) is hit for 14 (44/100HP)
Turn 190, 1300 AD: Good Witch of the East's Crossbowman is hit for 27 (46/100HP)
Turn 190, 1300 AD: Dorothy's Longbowman 3 (Prayaga) is hit for 14 (30/100HP)
Turn 190, 1300 AD: Good Witch of the East's Crossbowman is hit for 27 (19/100HP)
Turn 190, 1300 AD: Dorothy's Longbowman 3 (Prayaga) is hit for 14 (16/100HP)
Turn 190, 1300 AD: Dorothy's Longbowman 3 (Prayaga) is hit for 14 (2/100HP)
Turn 190, 1300 AD: Dorothy's Longbowman 3 (Prayaga) is hit for 14 (0/100HP)
Turn 190, 1300 AD: Good Witch of the East's Crossbowman has defeated Dorothy's Longbowman 3 (Prayaga)!
Turn 190, 1300 AD: While defending, your Longbowman 3 (Prayaga) was destroyed by a Indian Crossbowman!

Turn 191, 1310 AD: The enemy has been spotted near Bombay!
Turn 191, 1310 AD: The enemy has been spotted near Bombay!
Turn 191, 1310 AD: The enemy has been spotted near San Francisco!
Turn 191, 1310 AD: Philadelphia has shrunk to size 12.
Turn 191, 1310 AD: Bombay has become happy.
Turn 191, 1310 AD: Los Angeles has grown to size 2.
Turn 191, 1310 AD: Coventry will be pacified on the next turn.
Turn 191, 1310 AD: Agra has become unhappy.
Turn 191, 1310 AD: Wicked Witch of the South has 210 gold available for trade.
Turn 191, 1310 AD: Wicked Witch of the East has 210 gold available for trade.
Turn 191, 1310 AD: Wicked Witch of the East has 7 gold per turn available for trade.
Turn 191, 1310 AD: Wicked Witch of the East is willing to negotiate.
Turn 191, 1310 AD: The borders of Bombay are about to expand.
Turn 191, 1310 AD: Will Trade Map: Wicked Witch of the East
Turn 191, 1310 AD: Will Sign Peace Treaty: Wicked Witch of the East
Turn 191, 1310 AD: Dorothy's Catapult 25 (San Francisco) (5.00) vs Wicked Witch of the East's War Elephant (9.60)
Turn 191, 1310 AD: Combat Odds: 4.9%
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: Your Catapult 25 (San Francisco) has caused collateral damage! (2 Units)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 14 (86/100HP)
Turn 191, 1310 AD: Dorothy's Catapult 25 (San Francisco) is hit for 27 (73/100HP)
Turn 191, 1310 AD: Dorothy's Catapult 25 (San Francisco) is hit for 27 (46/100HP)
Turn 191, 1310 AD: Dorothy's Catapult 25 (San Francisco) is hit for 27 (19/100HP)
Turn 191, 1310 AD: Dorothy's Catapult 25 (San Francisco) is hit for 27 (0/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant has defeated Dorothy's Catapult 25 (San Francisco)!
Turn 191, 1310 AD: Bernard Montgomery (Great General) has been born in a far away land!
Turn 191, 1310 AD: Your Catapult 25 (San Francisco) has died trying to attack a War Elephant!
Turn 191, 1310 AD: Dorothy's Catapult 26 (San Francisco) (5.00) vs Wicked Witch of the East's War Elephant (8.44)
Turn 191, 1310 AD: Combat Odds: 13.5%
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: Your Catapult 26 (San Francisco) has caused collateral damage! (3 Units)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 14 (74/100HP)
Turn 191, 1310 AD: Dorothy's Catapult 26 (San Francisco) is hit for 26 (74/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 14 (60/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 14 (46/100HP)
Turn 191, 1310 AD: Dorothy's Catapult 26 (San Francisco) is hit for 26 (48/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 14 (32/100HP)
Turn 191, 1310 AD: Your Catapult 26 (San Francisco) has withdrawn from combat with a War Elephant!
Turn 191, 1310 AD: Dorothy's Cuirassier 3 (Not Kansas) (14.40) vs Wicked Witch of the East's War Elephant (9.97)
Turn 191, 1310 AD: Combat Odds: 89.0%
Turn 191, 1310 AD: (Extra Combat: -20%)
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: (Combat: -25%)
Turn 191, 1310 AD: (Combat: +50%)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 23 (63/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 23 (40/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 23 (17/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 23 (0/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 3 (Not Kansas) has defeated Wicked Witch of the East's War Elephant!
Turn 191, 1310 AD: Your Cuirassier 3 (Not Kansas) has damaged 2 units by flanking the enemy positions.
Turn 191, 1310 AD: Your Cuirassier 3 (Not Kansas) has destroyed a War Elephant!
Turn 191, 1310 AD: Dorothy's Cuirassier 2 (Washington) (15.60) vs Wicked Witch of the East's Berserker (7.29)
Turn 191, 1310 AD: Combat Odds: 99.8%
Turn 191, 1310 AD: (Extra Combat: -30%)
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: Wicked Witch of the East's Berserker is hit for 26 (50/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Berserker is hit for 26 (24/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Berserker is hit for 26 (0/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 2 (Washington) has defeated Wicked Witch of the East's Berserker!
Turn 191, 1310 AD: Your Cuirassier 2 (Washington) has damaged 4 units by flanking the enemy positions.
Turn 191, 1310 AD: Your Cuirassier 2 (Washington) has destroyed a Berserker!
Turn 191, 1310 AD: Dorothy's Cuirassier 20 (San Francisco) (14.40) vs Wicked Witch of the East's Berserker (5.76)
Turn 191, 1310 AD: Combat Odds: 99.9%
Turn 191, 1310 AD: (Extra Combat: -20%)
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: Wicked Witch of the East's Berserker is hit for 27 (33/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Berserker is hit for 27 (6/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 20 (San Francisco) is hit for 14 (86/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Berserker is hit for 27 (0/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 20 (San Francisco) has defeated Wicked Witch of the East's Berserker!
Turn 191, 1310 AD: Your Cuirassier 20 (San Francisco) has damaged 3 units by flanking the enemy positions.
Turn 191, 1310 AD: Your Cuirassier 20 (San Francisco) has destroyed a Berserker!
Turn 191, 1310 AD: Dorothy's Cuirassier 25 (Not Kansas) (14.40) vs Wicked Witch of the East's Longbowman (5.74)
Turn 191, 1310 AD: Combat Odds: 99.9%
Turn 191, 1310 AD: (Extra Combat: -20%)
Turn 191, 1310 AD: (Extra Combat: +10%)
Turn 191, 1310 AD: Dorothy's Cuirassier 25 (Not Kansas) is hit for 13 (87/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Longbowman is hit for 30 (57/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Longbowman is hit for 30 (27/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Longbowman is hit for 30 (0/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 25 (Not Kansas) has defeated Wicked Witch of the East's Longbowman!
Turn 191, 1310 AD: Your Cuirassier 25 (Not Kansas) has killed a Viking Catapult by flank attack
Turn 191, 1310 AD: Your Cuirassier 25 (Not Kansas) has damaged 4 units by flanking the enemy positions.
Turn 191, 1310 AD: Your Cuirassier 25 (Not Kansas) has destroyed a Longbowman!
Turn 191, 1310 AD: Dorothy's Cuirassier 21 (Washington) (14.40) vs Wicked Witch of the East's Catapult (5.00)
Turn 191, 1310 AD: Combat Odds: 100.0%
Turn 191, 1310 AD: (Extra Combat: -20%)
Turn 191, 1310 AD: Wicked Witch of the East's Catapult is hit for 32 (68/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Catapult is hit for 32 (36/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Catapult is hit for 32 (4/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 21 (Washington) is hit for 12 (88/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's Catapult is hit for 32 (0/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 21 (Washington) has defeated Wicked Witch of the East's Catapult!
Turn 191, 1310 AD: Your Cuirassier 21 (Washington) has killed a Viking Trebuchet by flank attack
Turn 191, 1310 AD: Your Cuirassier 21 (Washington) has damaged 3 units by flanking the enemy positions.
Turn 191, 1310 AD: Your Cuirassier 21 (Washington) has destroyed a Catapult!
Turn 191, 1310 AD: Dorothy's Cuirassier 23 (Washington) (12.00) vs Wicked Witch of the East's War Elephant (3.40)
Turn 191, 1310 AD: Combat Odds: 100.0%
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: (Combat: +50%)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 23 (2/100HP)
Turn 191, 1310 AD: Wicked Witch of the East's War Elephant is hit for 23 (0/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 23 (Washington) has defeated Wicked Witch of the East's War Elephant!
Turn 191, 1310 AD: Your Cuirassier 23 (Washington) has killed a Viking Catapult by flank attack
Turn 191, 1310 AD: Your Cuirassier 23 (Washington) has damaged 2 units by flanking the enemy positions.
Turn 191, 1310 AD: Your Cuirassier 23 (Washington) has destroyed a War Elephant!
Turn 191, 1310 AD: Dorothy's Cuirassier 14 (Washington) (14.40) vs Wicked Witch of the East's Catapult (1.35)
Turn 191, 1310 AD: Combat Odds: 100.0%
Turn 191, 1310 AD: (Extra Combat: -20%)
Turn 191, 1310 AD: Wicked Witch of the East's Catapult is hit for 38 (0/100HP)
Turn 191, 1310 AD: Dorothy's Cuirassier 14 (Washington) has defeated Wicked Witch of the East's Catapult!
Turn 191, 1310 AD: Your Cuirassier 14 (Washington) has killed a Viking Catapult by flank attack
Turn 191, 1310 AD: Your Cuirassier 14 (Washington) has damaged 1 units by flanking the enemy positions.
Turn 191, 1310 AD: Your Cuirassier 14 (Washington) has destroyed a Catapult!
Turn 191, 1310 AD: Dorothy's Musketman 1 (Boston) (9.00) vs Good Witch of the East's Crossbowman (1.42)
Turn 191, 1310 AD: Combat Odds: 100.0%
Turn 191, 1310 AD: (Plot Defense: +25%)
Turn 191, 1310 AD: Good Witch of the East's Crossbowman is hit for 28 (0/100HP)
Turn 191, 1310 AD: Dorothy's Musketman 1 (Boston) has defeated Good Witch of the East's Crossbowman!
Turn 191, 1310 AD: Your Musketman 1 (Boston) has destroyed a Crossbowman!
Turn 191, 1310 AD: Dorothy's War Elephant 4 (9.60) vs Good Witch of the East's Knight (7.69)
Turn 191, 1310 AD: Combat Odds: 75.1%
Turn 191, 1310 AD: (Extra Combat: -20%)
Turn 191, 1310 AD: (Extra Combat: +20%)
Turn 191, 1310 AD: (Combat: -50%)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (78/100HP)
Turn 191, 1310 AD: Dorothy's War Elephant 4 is hit for 17 (83/100HP)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (56/100HP)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (34/100HP)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (12/100HP)
Turn 191, 1310 AD: Dorothy's War Elephant 4 is hit for 17 (66/100HP)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (0/100HP)
Turn 191, 1310 AD: Dorothy's War Elephant 4 has defeated Good Witch of the East's Knight!
Turn 191, 1310 AD: Your War Elephant 4 has destroyed a Knight!
Turn 191, 1310 AD: Dorothy's Musketman 4 (Not Kansas) (10.80) vs Good Witch of the East's Knight (8.69)
Turn 191, 1310 AD: Combat Odds: 74.9%
Turn 191, 1310 AD: (Extra Combat: -20%)
Turn 191, 1310 AD: (Extra Combat: +10%)
Turn 191, 1310 AD: (Combat: -25%)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (78/100HP)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (56/100HP)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (34/100HP)
Turn 191, 1310 AD: Dorothy's Musketman 4 (Not Kansas) is hit for 17 (83/100HP)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (12/100HP)
Turn 191, 1310 AD: Dorothy's Musketman 4 (Not Kansas) is hit for 17 (66/100HP)
Turn 191, 1310 AD: Dorothy's Musketman 4 (Not Kansas) is hit for 17 (49/100HP)
Turn 191, 1310 AD: Good Witch of the East's Knight is hit for 22 (0/100HP)
Turn 191, 1310 AD: Dorothy's Musketman 4 (Not Kansas) has defeated Good Witch of the East's Knight!
Turn 191, 1310 AD: Your Musketman 4 (Not Kansas) has destroyed a Knight!
Turn 191, 1310 AD: Philadelphia will shrink to size 11 on the next turn.
Turn 191, 1310 AD: Zheng He (Great Merchant) has been born in Philadelphia (Dorothy)!
Turn 191, 1310 AD: The borders of Bombay have expanded!
Turn 191, 1310 AD: Wicked Witch of the North's Golden Age has ended...

Turn 192, 1320 AD: The enemy has been spotted near Los Angeles!
Turn 192, 1320 AD: Harappan will become unhappy on the next turn.
Turn 192, 1320 AD: Coventry has been pacified.
Turn 192, 1320 AD: Wicked Witch of the North has 110 gold available for trade.
Turn 192, 1320 AD: Good Witch of the East has 130 gold available for trade.
Turn 192, 1320 AD: Good Witch of the East is willing to negotiate.
Turn 192, 1320 AD: Wicked Witch of the East/Good Witch of the East is the worst enemy of Good Witch of the South/Wicked Witch of the South.
Turn 192, 1320 AD: The borders of Coventry are about to expand.
Turn 192, 1320 AD: Will Trade Map: Good Witch of the East
Turn 192, 1320 AD: Will Sign Peace Treaty: Good Witch of the East
 
Back
Top Bottom