SGOTM 16 - Misfit Gypsy Nuts

OK, draft PPP

Brennus

He has 2 units in a size 1 city with no food sourcen but an iron mine, so in 10 turns best he can come up with is 1 unit, tops two, archers or axes. I plan to leave chariot x 1, catapult x 2, spear x 1, crossbow x 1 and sword x 1 here to take it in 10 turns, plan to keep this one.

Ramesses

Everyone else from the Celtic invasion is headed to Egypt. Will take the barb city this turn, gather troops here and invade NW towards Thebes, taking any cities in the way. Will send garrison's along too and build archers where practical

I plan to invade directly after the next AP vote (ie the turn the resolution if any comes up (0 turns to next vote). Going to get our chariot in the south to have a wander about and see where he is.

Question: If he has any cash at that stage, should I sell Machinery to make it harder to upgrade troops?

Ramesses' power is much less than ours but having longbows helps alot, we're going to have to sacrifice many catapults, so WW could be an issue

Louis

What to research, Compass or Civil Service, partial to Compass myself.

Going to do a mass courthouse build and whip, not sure that more troops serve any purpose now but happy to hear a different story (maybe replacement cats near the front).

Spare workers are going to road to the front and build cottages where practical to get us going, our cities will work cottages where practical as well.

Anything else???
 
As for broad strategy, I not sure about space/culture combo. We have to fire off the ship at least 8 (or 10) turns before we win the game, if we already have the GAs to win by culture then we are wasting 8-10 turns, if we don't have the GAs, we potentially risk losing if we pop something else. I think UN/AP and culture go better, we wait until we win the vote and then burnt the GAs the turn we win. Same would go for conquest/domination. But it might be easier to win space than get the votes of the unknown AI.

I agree that after Ramesses is no more we turtle and get some science going, we will have a massive empire and should burn through the techs quickly once we have the Pyramids and the economy under control.
 
CATS! Lots of them!

Do it!
 
Mostly agree with the PPP.

And yes lots and lots of CATS!.

We should maybe discuss farms vs. cottages. We are going to need a lot of GA's if we want to go the culture way. And we still need a GP and three more GPs for Shrine and Coorporations.
So maybe we should go for a specialist economy instead of a cottage economy?

Regarding vc. I also think a diplomatic/culture approach should be what we aim for. The big question regarding that is, can we manage an AP victory, and Future Tech 1 before someone research Mass Media? (or can we still win AP, if another civ has researched Mass Media?) Or should we aim for a UN victory? If we can't get an AP win, could Space Race be faster/easier than UN?
 
We should maybe discuss farms vs. cottages. We are going to need a lot of GA's if we want to go the culture way. And we still need a GP and three more GPs for Shrine and Coorporations.
So maybe we should go for a specialist economy instead of a cottage economy?

Not suggesting we go cottage economy, just a good way at the moment to make some money, cottages can be farmed over later in the game when we're farming specialists, just need to kick start our economy.
 
I'm quite happy with our pace. :)
active players are making executive decisions like razing undesirable cities and making tech trades. These "less important" decisions can really bog the team down if we stop for every one of them.

We might be at a point where the PPP is really about broad strategy, eg, civic changes, wonder builds, city build 'themes' and tech path. Micromanagement, specific builds, diplomacy, worker moves and unit moves I think we can have faith in the active player.

If team members do have an idea for neat tactical trickery, by all means speak out. Timing the war declaration to try to avoid the AP resolutions is an example.

Agreed. We will have alot of cities very shortly. Still important to MM them especially if we build wealth as the city governors are useless at that.
 
Everybody here already knows it, but I'll remind it anyways...
Also try to apply some city specialization:
. markets in the shrine cities
. GP farms where possible (food heavy cities, or with enough WW)
. wealth in hammer heavy cities to help maintain science slider
etc etc
 
Thoughts on victory conditions. With the requirement of 3 corps culture should be one. Especially if we pick up Sids and another culture corp. Ideally the other one will be mining.

Other I'm torn between domination or a diplo whether UN or AP. We do need someone else to vote for us but with the likelihood of Civs running FR at some point perhaps it won't be as difficult as I thought at first. Running a shared fav civic - gift techs and resource trades is usually enough. Always try and convert someone as well if needed. That said we can wait a while till we see the lie of the land.

@Ozbenno basic PPP sounds good.

Some thoughts though.

We need another city offshore asap for the trade routes. We can probably move the archer as a fogbuster and take the sword/xbow from the island as well.

I think we have another GG in Paris? If so I'd settle there or another strong prod site and keep that city on mil for a while.

Bibracte. Try and spread Christianity there (think the missionary is in Orleans), whip its temples Conf first for the hammers and try and max priests for the Christian shrine.

Spread conf as much as possible so we can veto any votes without the diplo hit. With taking some of Rams cities might not be a problem anyway as we gain votes while he loses.. :)

Farms v cottages... For the moment apart from grass rivers I wouldn't bother with cottages. Food can be whipped for buildings/units. Bear in mind once we take Thebes we ideally want to go rep anyway.

Tech would prefer to go CS for chain irrigation etc though for the next 10 or so turns expect we will still be running at a loss so not to many beakers either way.

One thing I wouldn't do is trade Machinery to Ram under any circumstances.

Have to be wary of any Horse Archers. So def need a spear or 2 in the main stack and to protect any gains as city defenders at first.

Good luck Ozbenno.
 
Given the length of this game, I prefer to go the cottage economy. The specialist economy has diminishing returns as Great People become more expensive.

That said, some (2 or 3) specialised GP farms are always a nice complement.

Good luck Oz.
 
Given the length of this game, I prefer to go the cottage economy. The specialist economy has diminishing returns as Great People become more expensive.

That said, some (2 or 3) specialised GP farms are always a nice complement.

Good luck Oz.

I agree with this view. I have been playing around some with specialist economies. They are great early in the game, even better with the Mids of course. By mid game, say turns 200-300, they start to get passed by the cottage economy IMO.

I may be missing something, and I am willing to try a specialist economy if the majority thinks it is doable, I just have doubts.
 
No probs with a cottage economy as such but citizens working non river grass tiles as a cottage will have a very slow payback time. be better to convert farms later on to cottages with emancipation. Now we need to grow/whip units/buildings which certainly isn't great for cottages.
 
Played some turns, would have played a few more but we popped a GE and not sure what to do with him. We can build Hagia Sofia or keep for a corp, not sure.

Economy got back on track, we're +30 or so at 0%.

We declared on Ramesses after the next vote was due, no sign of AP pressure coming up, we just had a vote on AP leader come up last time. I have spread Confucianism to a couple cities with a couple more in sight. If we switched religion think we might even have more votes than him.

We have had good luck with Ramesses so far, have taken 2 cities at a loss of 1 cat each city, I razed the first one as it had nothing and kept the second as it is quite good. Thebes is in our sight and it isn't that heavily defended, 3 turns it is ours I reckon.

He was nice enough to found Islam for us as well if we need another shrine.

Whatsisname is gone as well.


civ4screenshot0027c.jpg



Spoiler :
Turn 167, 1070 AD: Louis XIV's Swordsman 11 (Lyons) (6.00) vs Barbarian's Archer (4.20)
Turn 167, 1070 AD: Combat Odds: 85.7%
Turn 167, 1070 AD: (Fortify: +25%)
Turn 167, 1070 AD: (City Defense: +70%)
Turn 167, 1070 AD: (City Attack: -55%)
Turn 167, 1070 AD: Barbarian's Archer is hit for 23 (77/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 23 (54/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 23 (31/100HP)
Turn 167, 1070 AD: Louis XIV's Swordsman 11 (Lyons) is hit for 16 (84/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 23 (8/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 23 (0/100HP)
Turn 167, 1070 AD: Louis XIV's Swordsman 11 (Lyons) has defeated Barbarian's Archer!
Turn 167, 1070 AD: Louis XIV's Swordsman 2 (Lyons) (6.00) vs Barbarian's Archer (3.60)
Turn 167, 1070 AD: Combat Odds: 94.8%
Turn 167, 1070 AD: (Fortify: +25%)
Turn 167, 1070 AD: (City Defense: +50%)
Turn 167, 1070 AD: (City Attack: -55%)
Turn 167, 1070 AD: Louis XIV's Swordsman 2 (Lyons) is hit for 15 (85/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 25 (75/100HP)
Turn 167, 1070 AD: Louis XIV's Swordsman 2 (Lyons) is hit for 15 (70/100HP)
Turn 167, 1070 AD: Louis XIV's Swordsman 2 (Lyons) is hit for 15 (55/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 25 (50/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 25 (25/100HP)
Turn 167, 1070 AD: Louis XIV's Swordsman 2 (Lyons) is hit for 15 (40/100HP)
Turn 167, 1070 AD: Louis XIV's Swordsman 2 (Lyons) is hit for 15 (25/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 25 (0/100HP)
Turn 167, 1070 AD: Louis XIV's Swordsman 2 (Lyons) has defeated Barbarian's Archer!
Turn 167, 1070 AD: You have captured Burgundian!!!
Turn 167, 1070 AD: Christianity has spread in Bagacum.

Turn 168, 1080 AD: Paris celebrates "We Love the Monarch Day"!!!
Turn 168, 1080 AD: Brennus converts to Christianity!

Turn 169, 1090 AD: Paris celebrates "We Love the Monarch Day"!!!
Turn 169, 1090 AD: The borders of Vienne have expanded!

Turn 170, 1100 AD: The borders of Gergovia have expanded!
Turn 170, 1100 AD: Claude Monet (Great Artist) has been born in Thebes (Ramesses II)!

Turn 171, 1110 AD: The borders of Bibracte have expanded!
Turn 171, 1110 AD: You have constructed a Courthouse in Cuman. Work has now begun on a Library.

Turn 172, 1120 AD: You have declared war on Ramesses II!
Turn 172, 1120 AD: The borders of Rheims have expanded!
Turn 172, 1120 AD: The borders of Durocortorum have expanded!
Turn 172, 1120 AD: Buddhism has spread in Burgundian.

Turn 173, 1130 AD: Ramesses II adopts Slavery!
Turn 173, 1130 AD: Du Fu (Great Artist) has been born in a far away land!

Turn 174, 1140 AD: Confucianism has spread in Tours.
Turn 174, 1140 AD: Louis XIV's Catapult 7 (Paris) (5.00) vs Ramesses II's Longbowman (13.20)
Turn 174, 1140 AD: Combat Odds: 0.4%
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: (City Defense: +25%)
Turn 174, 1140 AD: (Hills Defense: +45%)
Turn 174, 1140 AD: Ramesses II's Longbowman is hit for 12 (88/100HP)
Turn 174, 1140 AD: Ramesses II's Longbowman is hit for 12 (76/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 7 (Paris) is hit for 31 (69/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 7 (Paris) is hit for 31 (38/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 7 (Paris) is hit for 31 (7/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 7 (Paris) is hit for 31 (0/100HP)
Turn 174, 1140 AD: Ramesses II's Longbowman has defeated Louis XIV's Catapult 7 (Paris)!
Turn 174, 1140 AD: Louis XIV's Catapult 19 (Paris) (5.00) vs Ramesses II's Longbowman (7.98)
Turn 174, 1140 AD: Combat Odds: 20.0%
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: (City Defense: +25%)
Turn 174, 1140 AD: (Hills Defense: +45%)
Turn 174, 1140 AD: (City Attack: -45%)
Turn 174, 1140 AD: Ramesses II's Longbowman is hit for 14 (62/100HP)
Turn 174, 1140 AD: Ramesses II's Longbowman is hit for 14 (48/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 19 (Paris) is hit for 26 (74/100HP)
Turn 174, 1140 AD: Ramesses II's Longbowman is hit for 14 (34/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 19 (Paris) is hit for 26 (48/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 19 (Paris) is hit for 26 (22/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 1 (Paris) (5.00) vs Ramesses II's Swordsman (4.91)
Turn 174, 1140 AD: Combat Odds: 78.2%
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: (City Attack: -45%)
Turn 174, 1140 AD: Ramesses II's Swordsman is hit for 18 (60/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 1 (Paris) is hit for 21 (79/100HP)
Turn 174, 1140 AD: Ramesses II's Swordsman is hit for 18 (42/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 1 (Paris) is hit for 21 (58/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 1 (Paris) is hit for 21 (37/100HP)
Turn 174, 1140 AD: Louis XIV's Catapult 1 (Paris) is hit for 21 (16/100HP)
Turn 174, 1140 AD: Louis XIV's Swordsman 11 (Lyons) (6.00) vs Ramesses II's Longbowman (2.02)
Turn 174, 1140 AD: Combat Odds: 99.8%
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: (City Defense: +25%)
Turn 174, 1140 AD: (Hills Defense: +45%)
Turn 174, 1140 AD: (City Attack: -85%)
Turn 174, 1140 AD: Ramesses II's Longbowman is hit for 21 (4/100HP)
Turn 174, 1140 AD: Ramesses II's Longbowman is hit for 21 (0/100HP)
Turn 174, 1140 AD: Louis XIV's Swordsman 11 (Lyons) has defeated Ramesses II's Longbowman!
Turn 174, 1140 AD: Louis XIV's Swordsman 2 (Lyons) (6.00) vs Ramesses II's Swordsman (1.42)
Turn 174, 1140 AD: Combat Odds: 100.0%
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: (City Attack: -55%)
Turn 174, 1140 AD: Ramesses II's Swordsman is hit for 25 (0/100HP)
Turn 174, 1140 AD: Louis XIV's Swordsman 2 (Lyons) has defeated Ramesses II's Swordsman!
Turn 174, 1140 AD: You have captured Byblos!!!
Turn 174, 1140 AD: You have destroyed the city of Byblos!!!
Turn 174, 1140 AD: The borders of Burgundian have expanded!

Turn 175, 1150 AD: Islam has been founded in Heliopolis!

Turn 176, 1160 AD: Confucianism has spread in Lyons.
Turn 176, 1160 AD: Louis XIV's Crossbowman 23 (Tours) (6.60) vs Ramesses II's Spearman (2.85)
Turn 176, 1160 AD: Combat Odds: 99.8%
Turn 176, 1160 AD: (Extra Combat: -10%)
Turn 176, 1160 AD: (Extra Combat: +10%)
Turn 176, 1160 AD: (Plot Defense: +25%)
Turn 176, 1160 AD: (Combat: -75%)
Turn 176, 1160 AD: Ramesses II's Spearman is hit for 29 (71/100HP)
Turn 176, 1160 AD: Louis XIV's Crossbowman 23 (Tours) is hit for 13 (87/100HP)
Turn 176, 1160 AD: Louis XIV's Crossbowman 23 (Tours) is hit for 13 (74/100HP)
Turn 176, 1160 AD: Ramesses II's Spearman is hit for 29 (42/100HP)
Turn 176, 1160 AD: Ramesses II's Spearman is hit for 29 (13/100HP)
Turn 176, 1160 AD: Ramesses II's Spearman is hit for 29 (0/100HP)
Turn 176, 1160 AD: Louis XIV's Crossbowman 23 (Tours) has defeated Ramesses II's Spearman!
Turn 176, 1160 AD: The borders of Tolosa have expanded!
Turn 176, 1160 AD: Ramesses II's Trireme (2.20) vs Louis XIV's Trireme 1 (Orleans) (2.60)
Turn 176, 1160 AD: Combat Odds: 28.1%
Turn 176, 1160 AD: (Extra Combat: -10%)
Turn 176, 1160 AD: (Extra Combat: +20%)
Turn 176, 1160 AD: (Plot Defense: +10%)
Turn 176, 1160 AD: Ramesses II's Trireme is hit for 21 (79/100HP)
Turn 176, 1160 AD: Louis XIV's Trireme 1 (Orleans) is hit for 18 (82/100HP)
Turn 176, 1160 AD: Louis XIV's Trireme 1 (Orleans) is hit for 18 (64/100HP)
Turn 176, 1160 AD: Ramesses II's Trireme is hit for 21 (58/100HP)
Turn 176, 1160 AD: Louis XIV's Trireme 1 (Orleans) is hit for 18 (46/100HP)
Turn 176, 1160 AD: Ramesses II's Trireme is hit for 21 (37/100HP)
Turn 176, 1160 AD: Louis XIV's Trireme 1 (Orleans) is hit for 18 (28/100HP)
Turn 176, 1160 AD: Ramesses II's Trireme is hit for 21 (16/100HP)
Turn 176, 1160 AD: Ramesses II's Trireme is hit for 21 (0/100HP)
Turn 176, 1160 AD: Louis XIV's Trireme 1 (Orleans) has defeated Ramesses II's Trireme!
Turn 176, 1160 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 71 of 178 Total Votes)

Turn 177, 1170 AD: Paris has grown to size 13.
Turn 177, 1170 AD: Paris has become unhealthy.
Turn 177, 1170 AD: Orleans has grown to size 13.
Turn 177, 1170 AD: Orleans has become unhealthy.
Turn 177, 1170 AD: Tolosa has grown to size 10.
Turn 177, 1170 AD: Tolosa has become unhappy.
Turn 177, 1170 AD: Durocortorum has grown to size 6.
Turn 177, 1170 AD: Your Catapult 14 (Lyons) has reduced the defenses of Elephantine to 24%!
Turn 177, 1170 AD: Your Catapult 15 (Marseilles) has reduced the defenses of Elephantine to 8%!
Turn 177, 1170 AD: Your Catapult 2 (Rheims) has reduced the defenses of Elephantine to 0%!
Turn 177, 1170 AD: Louis XIV's Catapult 5 (Paris) (5.00) vs Ramesses II's Longbowman (6.30)
Turn 177, 1170 AD: Combat Odds: 29.8%
Turn 177, 1170 AD: (Fortify: +25%)
Turn 177, 1170 AD: (City Defense: +25%)
Turn 177, 1170 AD: (City Attack: -45%)
Turn 177, 1170 AD: Your Catapult 5 (Paris) has caused collateral damage! (1 Unit)
Turn 177, 1170 AD: Louis XIV's Catapult 5 (Paris) is hit for 22 (78/100HP)
Turn 177, 1170 AD: Louis XIV's Catapult 5 (Paris) is hit for 22 (56/100HP)
Turn 177, 1170 AD: Louis XIV's Catapult 5 (Paris) is hit for 22 (34/100HP)
Turn 177, 1170 AD: Ramesses II's Longbowman is hit for 17 (83/100HP)
Turn 177, 1170 AD: Ramesses II's Longbowman is hit for 17 (66/100HP)
Turn 177, 1170 AD: Louis XIV's Catapult 5 (Paris) is hit for 22 (12/100HP)
Turn 177, 1170 AD: Louis XIV's Catapult 5 (Paris) is hit for 22 (0/100HP)
Turn 177, 1170 AD: Ramesses II's Longbowman has defeated Louis XIV's Catapult 5 (Paris)!
Turn 177, 1170 AD: Your Catapult 5 (Paris) has died trying to attack a Longbowman!
Turn 177, 1170 AD: Louis XIV's Catapult 3 (Rheims) (5.00) vs Ramesses II's Longbowman (4.15)
Turn 177, 1170 AD: Combat Odds: 79.6%
Turn 177, 1170 AD: (Fortify: +25%)
Turn 177, 1170 AD: (City Defense: +25%)
Turn 177, 1170 AD: (City Attack: -45%)
Turn 177, 1170 AD: Your Catapult 3 (Rheims) has caused collateral damage! (1 Unit)
Turn 177, 1170 AD: Louis XIV's Catapult 3 (Rheims) is hit for 20 (80/100HP)
Turn 177, 1170 AD: Ramesses II's Longbowman is hit for 19 (47/100HP)
Turn 177, 1170 AD: Ramesses II's Longbowman is hit for 19 (28/100HP)
Turn 177, 1170 AD: Your Catapult 3 (Rheims) has withdrawn from combat with a Longbowman!
Turn 177, 1170 AD: Louis XIV's Catapult 3 (Orleans) (5.00) vs Ramesses II's Axeman (3.63)
Turn 177, 1170 AD: Combat Odds: 93.7%
Turn 177, 1170 AD: (Extra Combat: +10%)
Turn 177, 1170 AD: (Fortify: +25%)
Turn 177, 1170 AD: (City Attack: -45%)
Turn 177, 1170 AD: Ramesses II's Axeman is hit for 22 (58/100HP)
Turn 177, 1170 AD: Ramesses II's Axeman is hit for 22 (36/100HP)
Turn 177, 1170 AD: Your Catapult 3 (Orleans) has withdrawn from combat with a Axeman!
Turn 177, 1170 AD: Louis XIV's Swordsman 11 (Lyons) (6.00) vs Ramesses II's Longbowman (1.11)
Turn 177, 1170 AD: Combat Odds: 100.0%
Turn 177, 1170 AD: (Fortify: +25%)
Turn 177, 1170 AD: (City Defense: +25%)
Turn 177, 1170 AD: (City Attack: -85%)
Turn 177, 1170 AD: Ramesses II's Longbowman is hit for 28 (0/100HP)
Turn 177, 1170 AD: Louis XIV's Swordsman 11 (Lyons) has defeated Ramesses II's Longbowman!
Turn 177, 1170 AD: Your Swordsman 11 (Lyons) has destroyed a Longbowman!
Turn 177, 1170 AD: Louis XIV's Swordsman 2 (Lyons) (6.00) vs Ramesses II's Axeman (1.25)
Turn 177, 1170 AD: Combat Odds: 100.0%
Turn 177, 1170 AD: (Extra Combat: +10%)
Turn 177, 1170 AD: (Fortify: +25%)
Turn 177, 1170 AD: (City Attack: -85%)
Turn 177, 1170 AD: (Combat: +50%)
Turn 177, 1170 AD: Ramesses II's Axeman is hit for 27 (0/100HP)
Turn 177, 1170 AD: Louis XIV's Swordsman 2 (Lyons) has defeated Ramesses II's Axeman!
Turn 177, 1170 AD: Your Swordsman 2 (Lyons) has destroyed a Axeman!
Turn 177, 1170 AD: You have captured Elephantine!!!
Turn 177, 1170 AD: Deal Canceled: Open Borders to Brennus for Open Borders
Turn 177, 1170 AD: You have declared war on Brennus!
Turn 177, 1170 AD: Brennus refuses to talk.
Turn 177, 1170 AD: Vienne will grow to size 8 on the next turn.

Turn 178, 1180 AD: The enemy has been spotted near Burgundian!
Turn 178, 1180 AD: Orleans has become unhappy.
Turn 178, 1180 AD: Lyons will become unhappy on the next turn.
Turn 178, 1180 AD: Rheims has become unhappy.
Turn 178, 1180 AD: Tours will become unhealthy on the next turn.
Turn 178, 1180 AD: Tours will become unhappy on the next turn.
Turn 178, 1180 AD: Marseilles has become unhappy.
Turn 178, 1180 AD: Bibracte has become unhappy.
Turn 178, 1180 AD: Bibracte can hurry Catapult for 1⇴ with 8ℤ overflow and +1⇤ for 10 turns.
Turn 178, 1180 AD: Cuman will become unhappy on the next turn.
Turn 178, 1180 AD: Vienne has grown to size 8.
Turn 178, 1180 AD: Vienne has become unhappy.
Turn 178, 1180 AD: Durocortorum has become unhappy.
Turn 178, 1180 AD: Louis XIV's Chariot 1 (Paris) (4.40) vs Ramesses II's Axeman (2.63)
Turn 178, 1180 AD: Combat Odds: 96.2%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: (Extra Combat: +10%)
Turn 178, 1180 AD: (Class Attack: -100%)
Turn 178, 1180 AD: Louis XIV's Chariot 1 (Paris) is hit for 15 (85/100HP)
Turn 178, 1180 AD: Louis XIV's Chariot 1 (Paris) is hit for 15 (70/100HP)
Turn 178, 1180 AD: Louis XIV's Chariot 1 (Paris) is hit for 15 (55/100HP)
Turn 178, 1180 AD: Louis XIV's Chariot 1 (Paris) is hit for 15 (40/100HP)
Turn 178, 1180 AD: Ramesses II's Axeman is hit for 25 (75/100HP)
Turn 178, 1180 AD: Ramesses II's Axeman is hit for 25 (50/100HP)
Turn 178, 1180 AD: Louis XIV's Chariot 1 (Paris) is hit for 15 (25/100HP)
Turn 178, 1180 AD: Louis XIV's Chariot 1 (Paris) is hit for 15 (10/100HP)
Turn 178, 1180 AD: Louis XIV's Chariot 1 (Paris) is hit for 15 (0/100HP)
Turn 178, 1180 AD: Ramesses II's Axeman has defeated Louis XIV's Chariot 1 (Paris)!
Turn 178, 1180 AD: Your Chariot 1 (Paris) has died trying to attack a Axeman!
Turn 178, 1180 AD: Louis XIV's Catapult 17 (Orleans) (5.00) vs Brennus's Axeman (5.50)
Turn 178, 1180 AD: Combat Odds: 58.5%
Turn 178, 1180 AD: (Extra Combat: +10%)
Turn 178, 1180 AD: (Plot Defense: +20%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: (City Attack: -45%)
Turn 178, 1180 AD: Your Catapult 17 (Orleans) has caused collateral damage! (2 Units)
Turn 178, 1180 AD: Louis XIV's Catapult 17 (Orleans) is hit for 20 (80/100HP)
Turn 178, 1180 AD: Louis XIV's Catapult 17 (Orleans) is hit for 20 (60/100HP)
Turn 178, 1180 AD: Brennus's Axeman is hit for 19 (81/100HP)
Turn 178, 1180 AD: Brennus's Axeman is hit for 19 (62/100HP)
Turn 178, 1180 AD: Louis XIV's Catapult 17 (Orleans) is hit for 20 (40/100HP)
Turn 178, 1180 AD: Brennus's Axeman is hit for 19 (43/100HP)
Turn 178, 1180 AD: Louis XIV's Catapult 17 (Orleans) is hit for 20 (20/100HP)
Turn 178, 1180 AD: Louis XIV's Catapult 17 (Orleans) is hit for 20 (0/100HP)
Turn 178, 1180 AD: Brennus's Axeman has defeated Louis XIV's Catapult 17 (Orleans)!
Turn 178, 1180 AD: El Cid (Great General) has been born in Bagacum (Brennus)!
Turn 178, 1180 AD: Your Catapult 17 (Orleans) has died trying to attack a Axeman!
Turn 178, 1180 AD: Louis XIV's Catapult 5 (Orleans) (5.00) vs Brennus's Archer (3.30)
Turn 178, 1180 AD: Combat Odds: 96.7%
Turn 178, 1180 AD: (Plot Defense: +20%)
Turn 178, 1180 AD: (City Defense: +50%)
Turn 178, 1180 AD: (City Attack: -45%)
Turn 178, 1180 AD: Your Catapult 5 (Orleans) has caused collateral damage! (1 Unit)
Turn 178, 1180 AD: Brennus's Archer is hit for 23 (65/100HP)
Turn 178, 1180 AD: Brennus's Archer is hit for 23 (42/100HP)
Turn 178, 1180 AD: Your Catapult 5 (Orleans) has withdrawn from combat with a Archer!
Turn 178, 1180 AD: Louis XIV's Catapult 9 (Paris) (5.00) vs Brennus's Axeman (2.36)
Turn 178, 1180 AD: Combat Odds: 99.9%
Turn 178, 1180 AD: (Extra Combat: +10%)
Turn 178, 1180 AD: (Plot Defense: +20%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: (City Attack: -45%)
Turn 178, 1180 AD: Your Catapult 9 (Paris) has caused collateral damage! (1 Unit)
Turn 178, 1180 AD: Louis XIV's Catapult 9 (Paris) is hit for 17 (83/100HP)
Turn 178, 1180 AD: Your Catapult 9 (Paris) has withdrawn from combat with a Axeman!
Turn 178, 1180 AD: Louis XIV's Swordsman 4 (Tours) (6.00) vs Brennus's Axeman (1.87)
Turn 178, 1180 AD: Combat Odds: 99.9%
Turn 178, 1180 AD: (Extra Combat: +10%)
Turn 178, 1180 AD: (Plot Defense: +20%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: (City Attack: -55%)
Turn 178, 1180 AD: (Combat: +50%)
Turn 178, 1180 AD: Louis XIV's Swordsman 4 (Tours) is hit for 17 (83/100HP)
Turn 178, 1180 AD: Brennus's Axeman is hit for 22 (3/100HP)
Turn 178, 1180 AD: Brennus's Axeman is hit for 22 (0/100HP)
Turn 178, 1180 AD: Louis XIV's Swordsman 4 (Tours) has defeated Brennus's Axeman!
Turn 178, 1180 AD: Your Swordsman 4 (Tours) has destroyed a Axeman!
Turn 178, 1180 AD: Louis XIV's Swordsman 6 (Marseilles) (6.60) vs Brennus's Chariot (2.43)
Turn 178, 1180 AD: Combat Odds: 99.9%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: (City Attack: -10%)
Turn 178, 1180 AD: Brennus's Chariot is hit for 29 (38/100HP)
Turn 178, 1180 AD: Brennus's Chariot is hit for 29 (9/100HP)
Turn 178, 1180 AD: Louis XIV's Swordsman 6 (Marseilles) is hit for 13 (87/100HP)
Turn 178, 1180 AD: Louis XIV's Swordsman 6 (Marseilles) is hit for 13 (74/100HP)
Turn 178, 1180 AD: Brennus's Chariot is hit for 29 (0/100HP)
Turn 178, 1180 AD: Louis XIV's Swordsman 6 (Marseilles) has defeated Brennus's Chariot!
Turn 178, 1180 AD: Your Swordsman 6 (Marseilles) has destroyed a Chariot!
Turn 178, 1180 AD: Louis XIV's Chariot 4 (Paris) (4.40) vs Brennus's Archer (1.27)
Turn 178, 1180 AD: Combat Odds: 99.8%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: (Plot Defense: +20%)
Turn 178, 1180 AD: (City Defense: +50%)
Turn 178, 1180 AD: Brennus's Archer is hit for 23 (2/100HP)
Turn 178, 1180 AD: Louis XIV's Chariot 4 (Paris) is hit for 17 (83/100HP)
Turn 178, 1180 AD: Brennus's Archer is hit for 23 (0/100HP)
Turn 178, 1180 AD: Louis XIV's Chariot 4 (Paris) has defeated Brennus's Archer!
Turn 178, 1180 AD: Your Chariot 4 (Paris) has destroyed a Archer!
Turn 178, 1180 AD: You have captured a Worker
Turn 178, 1180 AD: You have captured a Worker
Turn 178, 1180 AD: You have captured a Worker
Turn 178, 1180 AD: You have captured Bagacum!!!
Turn 178, 1180 AD: The Celtic Civilization has been destroyed!!!
Turn 178, 1180 AD: Lyons will grow to size 12 on the next turn.
Turn 178, 1180 AD: Tours will grow to size 12 on the next turn.
Turn 178, 1180 AD: Cuman will grow to size 8 on the next turn.
Turn 178, 1180 AD: Chartres will grow to size 5 on the next turn.
Turn 178, 1180 AD: Burgundian will grow to size 4 on the next turn.
Turn 178, 1180 AD: John Roebling (Great Engineer) has been born in Rheims (Louis XIV)!
Turn 178, 1180 AD: Notre Dame has been built in a far away land!

Turn 179, 1190 AD: The enemy has been spotted near Burgundian!
Turn 179, 1190 AD: Paris can hurry Catapult for 1⇴ with 19ℤ overflow and +1⇤ for 10 turns.
Turn 179, 1190 AD: Orleans has become happy.
Turn 179, 1190 AD: Lyons has grown to size 12.
Turn 179, 1190 AD: Rheims has become happy.
Turn 179, 1190 AD: Tours has grown to size 12.
Turn 179, 1190 AD: Tours has become unhealthy.
Turn 179, 1190 AD: Marseilles has become happy.
Turn 179, 1190 AD: Tolosa has become happy.
Turn 179, 1190 AD: Bibracte has grown to size 10.
Turn 179, 1190 AD: Bibracte has become happy.
Turn 179, 1190 AD: Cuman has grown to size 8.
Turn 179, 1190 AD: Cuman can hurry Confucian Missionary for 1⇴ with 17ℤ overflow and +1⇤ for 12 turns.
Turn 179, 1190 AD: Verlamion can hurry Courthouse for 2⇴ with 4ℤ overflow and +1⇤ for 10 turns.
Turn 179, 1190 AD: Vienne has become happy.
Turn 179, 1190 AD: Vienne can hurry Confucian Temple for 2⇴ with 22ℤ overflow and +1⇤ for 10 turns.
Turn 179, 1190 AD: Chartres has grown to size 5.
Turn 179, 1190 AD: Durocortorum has become happy.
Turn 179, 1190 AD: Burgundian has grown to size 4.
Turn 179, 1190 AD: Ramesses II has 5 gold per turn available for trade.
Turn 179, 1190 AD: has no worst enemy.
Turn 179, 1190 AD: Marseilles will grow to size 12 on the next turn.
Turn 179, 1190 AD: Durocortorum will grow to size 7 on the next turn


I am away for the next few days so can't continue, just need to decide how to use the GE and keep hammering Ramesses.
 
Looking good Ozbenno :goodjob:

Have to look at the save before commenting to much ;).

GE I would save for a Corp. Whether mining or ???. Should def try and get the prophet from Bibracte next though.

More good news another one ticked off our list so 3 down 7 to go. :)
 
Well played Ozbenno :-)

Some quick thoughts.
Economy: We still need a couple more courthouses, so remember to apply the :whipped:. I think even Paris should get one. And how about the Forbidden Palace in Bibracte? that should also improve our economy quite a bit. Or should Bibracte just focus on GP building?
As mentioned before, another city on the island will also help our economy.
I think our economy can get a big boost the next 10 turns, if we keep making an effort to get it on track.

Thebes in three turns. Thebes is very well placed, it's on a hill, have rivers on three sides and that first longbowman has +75% hills defence. I think we need to move the stack W of Thebes, so we don't get "cross the river" penalties. And it'll take us 3 turns just to get into position. I'm afraid it's going to take 5 turns instead.
 
I would say Forbidden Palace further south than Bibracte.

I agree with crossing river before attacking Thebes.

Another island city yes also, but where exactly?

More Courthouses, yes, but maybe not Paris just yet. Still better just building wealth there if we are short of cash.
 
The turn set roster order is...
Players
1) Ronnie1 Just Played
2) Ozbenno Up Now
3) Conquistador63 On Deck
4) McArine
5) Sleepless

I am away for the next few days so can't continue, just need to decide how to use the GE and keep hammering Ramesses.

I suppose I am up then? If so, I got the save.
Had a quick look at it.
I'd save the GE for the Corp (Mining Inc.), the available wonders are mediocre at this point.
I'll move troops so we won't be attacking across any river. Probably 1W of Thebes so there to Memphis, then Heliopolis. Not giving him peace until we get those 3 cities.
He is 2 turns from Machinery, though.
The galley will go N to ferry troops across the strait.

Techwise we should be better after we get Thebes's Mids. Revolt to Rep ASAP, and to Bureau not much longer after that. We also should convert to Confu when we can.

On 2nd thoughts with all those civic changes we could burn the GE for a Golden Age after Thebes is captured.

If we get lucky we can build UoS and Spiral Minaret for the added benefit on religious buildings. Better yet, Ramesses could be build SM for us - he has Divine Right already. We should be able to get DRight in the peace treaty anyways.

Buildings: Confu missionaries where possible, wealth in developed cities, Granaries, CH's, Libs, Forges and Confu temples. I could whip a WB or galley on the East to examine the SE area.

Missed anything?
 
I agree with the war on Ram we want those 3 cities then take whetever he will give for peace. City defenders I'd rather he build x bows than Lbs so not overly concerned by him getting machinery.

We do want a second city on the island asap for the trade routes. Personally I would build it 1E of the clam and not the marked site.

More temples for Bibracte to get the prophet quicker would be a help plus we still have the missionary in Orleans which needs to be spread.

GP. I'd prefer to keep the GE for a corp. just a bit harder to get GE's than most other great people early on. Don't think it costs to much atm to have a turn or 2 of anarchy for civic swaps. Will probably able to do Rep/Bureau at the same time.

Couple of cities have 2 defenders which can be used further south to release the x bow defenders. Plus we check the owrkers as I think we have a few lazing round.

Tech after CS think we should go compass/optics. Need to plan some sort of tech path as well for future tech 1. Ideally we want med for Sids. Railway for Mining (I think) and 1 other??
 
Great stuff Oz

The turn set roster order is...
Players
1) Ronnie1
2) Ozbenno Just Played
3) Conquistador63 Up Now
4) McArine On Deck
5) Sleepless

Team Advisors
6) adrianj
7) timmy827

Returning on 12/12/12?
8) Grifftavian
 
I would say Forbidden Palace further south than Bibracte.

I agree with crossing river before attacking Thebes.

FP if we keep Paris as the cap I would put the FP in Thebes or one of the cities we pehaps can't see.

def cross river for attacking. Via the hills and onto the forest seems obvious. Gives quick route to Memphis as well.
 
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