SGOTM 16 - U'nu'sual S'us'pec'ts

Actually, thinking more about the Medicine target:
- we are a few turns short of being able to power to it (~14t) at 100% research, we have gold for ~10 turns at 100%
- To get max overflow from whips into Stone wonders, we need to wait 1 & 2 turns from the 2 cities that produce almost half our beakers to finish their +25% beaker buildings.
- therefore, it might best to keep slider at 0% for 2 more turns. Then go 100% for the next 12-13.

Sorry, I know i have contradicted my earlier post a little bit, just trying to maximise everything.

edit: Also, sorry that I disagree with a lot cities on the PPP. :blush:

Paris, whip next turn for max o/f into ND.

Commerce, leave tiles unchanged this turn, next turn change 1 PH mine for cottage (so that it doesn't quite finish Uni), whip in 2 turns for stupendous o/f into OU.

Zhou, whip Salon this turn for max o/f into Sankore.

Stone, this city will likely be starving, so instead of losing pop this way, whip the granary. If it is still starving, whip a library as well.

West Fish, 3 pop whip the Salon this turn, for 30h o/f into a missionary (we only need 1 mish btw)

Barb City, whip the market when you can, trying to max o/f, probably into a few more Trebs...
 
Actually, thinking more about the Medicine target:
- we are a few turns short of being able to power to it (~14t) at 100% research, we have gold for ~10 turns at 100%
- To get max overflow from whips into Stone wonders, we need to wait 1 & 2 turns from the 2 cities that produce almost half our beakers to finish their +25% beaker buildings.
- therefore, it might best to keep slider at 0% for 2 more turns. Then go 100% for the next 12-13.

Sorry, I know i have contradicted my earlier post a little bit, just trying to maximise everything.

OK - I will adjust the PPP accordingly.

edit: Also, sorry that I disagree with a lot cities on the PPP. :blush:

Not a problem, this was a first pass through the save. I appreciate any input.

West Fish, 3 pop whip the Salon this turn, for 30h o/f into a missionary (we only need 1 mish btw)

Understood. I should not have more than one missionary indicated in the queues. I will double-check this. (Edit: fixed)

Barb City, whip the market when you can, trying to max o/f, probably into a few more Trebs...

Alright. Will do.

Edit: PPP has been updated. Someone please check to make sure I am not mistaken about the workers farming unworkable tiles.
 
Thanks

The workers need to farm those tiles to chain irrigate the 2 Corns, and to provide some food to the future Durocortorum. So please do farm those tiles that say 'farm', even though they are unworkable by any of our current cities.

I do support building another city north of Ski Resort, but there is no hurry.
 
Thanks

The workers need to farm those tiles to chain irrigate the 2 Corns, and to provide some food to the future Durocortorum. So please do farm those tiles that say 'farm', even though they are unworkable by any of our current cities.

I do support building another city north of Ski Resort, but there is no hurry.

Ah, OK. I figured Benginal hadn't just gone farm crazy. I will farm those tiles. I'm not in any hurry to build another city yet either. Hopefully I can keep Brennus from building more.

Sorry I don't have the rest of the PPP yet. I am spending time with family before we leave tomorrow.
 
No probs, I will try to be patient :mischief:
 
Proposed PPP, turns 172, 173, 174, and maybe 175 and 176 (updated)

(I would like to play the first part of my set until we capture Durocortorum and Isca, and tech Chemistry. This would take about 5 turns. I could pause after 3t and report progress. I will also consult if any tech trades become available.)

Tech path:

Keep the slider at 0% for 2 more turns, then run slider at 100% for Chemistry (3t).

The neilmeister proposed tech path:
- Chemistry (3t)
- Philo (~1 turn if we get Drama, assuming we can't trade for it)
- Lib(2 of 3t)
- SM (2t with Bulb)
- Biology(~6-7t)
- Lib(Finish)
- Free Medicine


Trades:

Immediate:
-Trade Astronomy to Hamy for Music, Drama, gold, and map.
-Trade Corn and Spices to Qin for Ivory and 1 gpt.
-If Qin starts Engineering or Optics next, then sell him it, for whatever he will give us. (We want him to do either Banking or Nationalism)

Longer term:
-Trade for Guilds when it is available.
-Also try to get Banking and Nationalism by trade.


City Micro:

Paris (54t whip unhappy) - whip Salon into ND next turn to get max overflow into ND.

GP Farm (16t unhappy) - slow build University (9t) > start Courthouse

Production (67t unhappy) - build AP (4 pop whip in 5t), assign next citizen (3t) as engineer specialist.

Commerce (8t unhappy) - next turn change 1 PH mine for cottage (so that it doesn't quite finish Uni), whip in 2 turns for stupendous o/f into Oxford University.

Clams (82t unhappy) - Buddhist temple (7t)

West Fish (54t unhappy) - 3 pop whip the Salon this turn, for 30h overflow into a Buddhist missionary for RFBF.

Barb City - (81t unhappy) - will grow to the :) cap next turn. Start Market, whip for max overflow into more trebuchets.

Zhou - (30t unhappy) - whip Salon this turn for max overflow into University of Sankore when stone comes online next turn.

Fake Humbaba (41t unhappy) - whip Buddhist monastery in 2 turns then start Market.

West Coast Silk (54t unhappy) - Whip Salon, overflow into Buddhist temple

Wheat - Buddhist temple (2t) > Buddhist monastery

Red Fish, Blue Fish - Finished Library - start Market. Needs Buddhism and a garrison unit.

Bribracte - Market > Courthouse

Sugar Gems - Buddhist temple (13t) > whip into monastery? This city has excess happiness and really needs to grow, but we should get Buddhist buildings in here ASAP for the AP and Sankore bonuses.

Ski Resort - Finished Forge - start Courthouse (17t) .

Camel Dumdum - Forge (56t). This is another city with excess happiness that needs to grow.

Stone - comes out of revolt in 1 turn, and we get stone. Whip away excess pop into Granary and maybe Library.

Durnovaria - 3 more turns of revolt then start Forge.

Gergovia - 6 turns of revolt then Forge.


Worker Micro:

Mostly cottage new cities as well as chop forests into infrastructure and clear jungle.
-Workers at Production chop forest into the AP.
-Workers will continue chain irrigation to corn tiles
-Workers have pre-chopped a PFH 3E of West Coast Silk. Question: What is the pre-chop meant to go into?
-WCS has plenty of food, so I will send a worker over there to road and mine the remaining unmined hills
-Lots of jungle to clear out around Durocortorum once we capture it.

War Plans:

Take Isca: Isca currently has 2 LBs and a spearman, We have 3 healthy maces and 3 healthy trebs in the south along with injured units. I am inclined to send a small stack immediately, but Isca is 8 pop (and on a hill) and Brennus will likely whip more defenders. It is probably better to send the southern army around Gergovia into the city to heal up for a turn and send a more substantial force.

Take Durocortorum: The city is defended by a LB, a Gallic Warrior and a spearman. I am planning on sending 3 maces and 3 trebs to join the treb, pike, and XB already near the city. The city is on a hill, but it is 1 pop, so Brennus can't whip more defenders.

Take Vienne (again): There are a mace and XB on our Galleon 2S of Camel Dumdum. They will attack the lousy 1-tile desert island and burn Vienne from the face of the earth once and for all (the city has a garrison of 1 GW).

Edit: There are also 2 GW camped on a hill next to Bibracte. I will send a couple of maces over to deal with them if they move onto flat ground.
 
I don't think the pre-chop was assigned, its just a note to tell you that its mostly chopped, just finish the chop, I believe the hammers will go to WCS (as both it and Sugar Gems are 3 distance away). Ben will correct me I'm sure. :)

Duro plan sounds good, a little overkill maybe, but that's fine(and prudent!). Bombard for a turn while the cleanup troops heal, take the normal medic (currently in Durnovaria)

Don't heal the Gergovia force, just send them to Isca with the super-medic and bombard for a turn while they heal. ~5 maces & 4 trebs should be fine.
Take a few units (2 maces & a treb) down to Bagacum (when they are available). Just watch out for his galley, leave 2 units in Gergovia (edit: chariot in Bibracte could reinforce Gergovia)

edit: New Vienne survivors to join Isca stack

GREEN from me.... go make Brennus pay for his many sins.

edit: no need to pause unless you want or need to. Good luck!

edit 2: my vote for the mish on the caravel is to send it to Saladins crappiest city: Basra. Saladin is the only AI likely to close borders with us.
 
OK - I will have time to play later today (6-8 hours).

One more question: The GG about to get off the galleon is for another super-medic chariot? We have a Combat1/Medic1 chariot that could be so promoted.
 
1) The forest near WCS is indeed going into WCS.

2) I think the workers near WCS would be most useful heading towards former Celtia to start fixing up the cities there. Desert mines are terrible, so don't waste worker turns building those mines.

3) Also, I think any cottages we can start WORKING in the next ten turns or so will be worth it. But after that farms are going to be better. A rep scientist (at 6 bpt) is better than a cottage for the first ~30 turns of its life (under emancipation (which we won't be in)). And then it takes a while for the betterness to pay off. If one of the number crunchers wants to verify this that would be good. But my intuition says that if we're not going to be in emancipation, new cottages are pretty near worthless.
 
We can chain irrigate diagonally, so we can do it through the mountains

Towns are better than farms, but less than that the farms win, BUT, the problem with farm and specialist is that it needs 2 pop to get roughly the same output as a town. This causes extra maintenance....... we will also have sushi, so we are going to run into happiness problems as it is.

So i say keep cottaging for now, and probably for the rest of the game, but we will see.
 
Maple Sporks have overtaken us again, they look like they are pushing Culture significantly.
 
Alrighty, then - new save uploaded. I played 4 turns, and thought I would pause for comment.

Bad news - Hammy finished ND this turn, so we need a new build in Paris.

Good news - AP is still available. Qin is researching Banking, and Hammy is researching Nationalism. Durocortorum, Isca, and Vienne (1 tile island) have all fallen at the cost of 3 trebs. Sorry I couldn't be more efficient, but Isca (on a hill) was defended by a Guerilla2 LB and a CG2 LB it took 2 trebs to soften them up. I didn't want to risk a CR3 mace at <70% odds.

Also, Hammy founded Islam in Akkad.

Edit: And those 2 GW moved from the hill into the forest near Stone. They have not pillaged anything, so I am waiting for them to move into open ground.

Upload log:

Spoiler :
Here is your Session Turn Log from 1130 AD to 1160 AD:

Turn 173, 1130 AD: Louis XIV's Trebuchet 3 (Clams) (4.00) vs Brennus's Longbowman (3.15)
Turn 173, 1130 AD: Combat Odds: 81.0%
Turn 173, 1130 AD: (Fortify: +10%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: (City Attack: -145%)
Turn 173, 1130 AD: Louis XIV's Trebuchet 3 (Clams) is hit for 17 (83/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 22 (78/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 22 (56/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 22 (34/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 3 (Clams) is hit for 17 (66/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 3 (Clams) is hit for 17 (49/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 4 (Paris) (4.00) vs Brennus's Longbowman (3.23)
Turn 173, 1130 AD: Combat Odds: 79.9%
Turn 173, 1130 AD: (Fortify: +5%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: (City Attack: -120%)
Turn 173, 1130 AD: Louis XIV's Trebuchet 4 (Paris) is hit for 18 (82/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 21 (71/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 21 (50/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 4 (Paris) is hit for 18 (64/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 21 (29/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 4 (Paris) is hit for 18 (46/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 10 (Barb City) (6.80) vs Brennus's Gallic Warrior (3.15)
Turn 173, 1130 AD: Combat Odds: 99.4%
Turn 173, 1130 AD: (Extra Combat: +10%)
Turn 173, 1130 AD: (Fortify: +25%)
Turn 173, 1130 AD: (City Attack: -45%)
Turn 173, 1130 AD: (Combat: -50%)
Turn 173, 1130 AD: Brennus's Gallic Warrior is hit for 28 (56/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 10 (Barb City) is hit for 13 (72/100HP)
Turn 173, 1130 AD: Brennus's Gallic Warrior is hit for 28 (28/100HP)
Turn 173, 1130 AD: Brennus's Gallic Warrior is hit for 28 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 10 (Barb City) has defeated Brennus's Gallic Warrior!
Turn 173, 1130 AD: Louis XIV's Maceman 7 (Clams) (6.80) vs Brennus's Longbowman (1.65)
Turn 173, 1130 AD: Combat Odds: 100.0%
Turn 173, 1130 AD: (Fortify: +10%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: (City Attack: -45%)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 26 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 7 (Clams) has defeated Brennus's Longbowman!
Turn 173, 1130 AD: Louis XIV's Pikeman 1 (Barb City) (6.98) vs Brennus's Spearman (3.52)
Turn 173, 1130 AD: Combat Odds: 98.0%
Turn 173, 1130 AD: (Extra Combat: -20%)
Turn 173, 1130 AD: (Extra Combat: +10%)
Turn 173, 1130 AD: Louis XIV's Pikeman 1 (Barb City) is hit for 15 (82/100HP)
Turn 173, 1130 AD: Brennus's Spearman is hit for 26 (54/100HP)
Turn 173, 1130 AD: Brennus's Spearman is hit for 26 (28/100HP)
Turn 173, 1130 AD: Brennus's Spearman is hit for 26 (2/100HP)
Turn 173, 1130 AD: Brennus's Spearman is hit for 26 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Pikeman 1 (Barb City) has defeated Brennus's Spearman!
Turn 173, 1130 AD: Louis XIV's Maceman 13 (Clams) (8.80) vs Brennus's Longbowman (2.25)
Turn 173, 1130 AD: Combat Odds: 100.0%
Turn 173, 1130 AD: (Extra Combat: -10%)
Turn 173, 1130 AD: (Fortify: +5%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: Louis XIV's Maceman 13 (Clams) is hit for 16 (84/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 24 (1/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 24 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 13 (Clams) has defeated Brennus's Longbowman!
Turn 173, 1130 AD: You have captured Gergovia!!!
Turn 173, 1130 AD: You have discovered Drama!
Turn 173, 1130 AD: You have discovered Music!
Turn 173, 1130 AD: You have constructed a Salon in West Fish. Work has now begun on Buddhist Missionary.
Turn 173, 1130 AD: You have constructed a Salon in Zhou. Work has now begun on University of Sankore.
Turn 173, 1130 AD: You have constructed a Salon in West Coast Silk. Work has now begun on a Buddhist Temple.
Turn 173, 1130 AD: You have constructed a Buddhist Temple in Sugar Gems. Work has now begun on a Buddhist Monastery.
Turn 173, 1130 AD: Barbarian's Galley (2.00) vs Louis XIV's Trireme 1 (Production) (3.40)
Turn 173, 1130 AD: Combat Odds: 3.6%
Turn 173, 1130 AD: (Extra Combat: +10%)
Turn 173, 1130 AD: (Plot Defense: +10%)
Turn 173, 1130 AD: (Class Defense: +50%)
Turn 173, 1130 AD: Barbarian's Galley is hit for 25 (75/100HP)
Turn 173, 1130 AD: Barbarian's Galley is hit for 25 (50/100HP)
Turn 173, 1130 AD: Barbarian's Galley is hit for 25 (25/100HP)
Turn 173, 1130 AD: Louis XIV's Trireme 1 (Production) is hit for 15 (85/100HP)
Turn 173, 1130 AD: Louis XIV's Trireme 1 (Production) is hit for 15 (70/100HP)
Turn 173, 1130 AD: Louis XIV's Trireme 1 (Production) is hit for 15 (55/100HP)
Turn 173, 1130 AD: Barbarian's Galley is hit for 25 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Trireme 1 (Production) has defeated Barbarian's Galley!

Turn 174, 1140 AD: The enemy has been spotted near Stone!
Turn 174, 1140 AD: The enemy has been spotted near Production!
Turn 174, 1140 AD: Clams can hurry Buddhist Temple for 1&#8692; with 10&#8484; overflow and +1&#8676; for 91 turns.
Turn 174, 1140 AD: West Fish can hurry Buddhist Missionary for 2&#8692; with 12&#8484; overflow and +1&#8676; for 73 turns.
Turn 174, 1140 AD: Barb City has grown to size 7.
Turn 174, 1140 AD: Barb City can hurry Market for 3&#8692; with 8&#8484; overflow and +1&#8676; for 90 turns.
Turn 174, 1140 AD: West Coast Silk can hurry Buddhist Temple for 3&#8692; with 14&#8484; overflow and +1&#8676; for 73 turns.
Turn 174, 1140 AD: Bibracte has grown to size 4.
Turn 174, 1140 AD: Bibracte can hurry Market for 2&#8692; with 16&#8484; overflow and +1&#8676; for 22 turns.
Turn 174, 1140 AD: Camel Dumdum can hurry Forge for 1&#8692; with 11&#8484; overflow and +1&#8676; for 10 turns.
Turn 174, 1140 AD: Stone has been pacified.
Turn 174, 1140 AD: Stone can hurry Granary for 2&#8692; with 14&#8484; overflow and +1&#8676; for 10 turns.
Turn 174, 1140 AD: Ramesses II will trade Corn
Turn 174, 1140 AD: Clearing a Forest has created 24 &#8484; for Production.
Turn 174, 1140 AD: Your Trebuchet 14 (Production) has reduced the defenses of Durocortorum to 4%!
Turn 174, 1140 AD: Louis XIV's Maceman 4 (GP Farm) (8.00) vs Brennus's Gallic Warrior (6.90)
Turn 174, 1140 AD: Combat Odds: 71.0%
Turn 174, 1140 AD: (Extra Combat: +10%)
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: (City Attack: -20%)
Turn 174, 1140 AD: (Combat: -50%)
Turn 174, 1140 AD: (Amphibious Attack: +50%)
Turn 174, 1140 AD: Brennus's Gallic Warrior is hit for 21 (79/100HP)
Turn 174, 1140 AD: Louis XIV's Maceman 4 (GP Farm) is hit for 18 (82/100HP)
Turn 174, 1140 AD: Brennus's Gallic Warrior is hit for 21 (58/100HP)
Turn 174, 1140 AD: Brennus's Gallic Warrior is hit for 21 (37/100HP)
Turn 174, 1140 AD: Louis XIV's Maceman 4 (GP Farm) is hit for 18 (64/100HP)
Turn 174, 1140 AD: Brennus's Gallic Warrior is hit for 21 (16/100HP)
Turn 174, 1140 AD: Louis XIV's Maceman 4 (GP Farm) is hit for 18 (46/100HP)
Turn 174, 1140 AD: Brennus's Gallic Warrior is hit for 21 (0/100HP)
Turn 174, 1140 AD: Louis XIV's Maceman 4 (GP Farm) has defeated Brennus's Gallic Warrior!
Turn 174, 1140 AD: Your Maceman 4 (GP Farm) has destroyed a Gallic Warrior!
Turn 174, 1140 AD: You have captured Vienne!!!
Turn 174, 1140 AD: You have pillaged 10 &#8500; from the destruction of Vienne!!!
Turn 174, 1140 AD: You have destroyed the city of Vienne!!!
Turn 174, 1140 AD: Clams will grow to size 6 on the next turn.
Turn 174, 1140 AD: Barb City will grow to size 8 on the next turn.
Turn 174, 1140 AD: Zhou will grow to size 10 on the next turn.
Turn 174, 1140 AD: Fake Humbaba will grow to size 4 on the next turn.
Turn 174, 1140 AD: Red Fish Blue F will grow to size 5 on the next turn.
Turn 174, 1140 AD: Sugar Gems will grow to size 3 on the next turn.
Turn 174, 1140 AD: Ski Resort will grow to size 3 on the next turn.
Turn 174, 1140 AD: Camel Dumdum will grow to size 3 on the next turn.
Turn 174, 1140 AD: You have constructed a Salon in Paris. Work has now begun on Notre Dame.
Turn 174, 1140 AD: You have constructed a Forge in Camel Dumdum. Work has now begun on a Harbor.
Turn 174, 1140 AD: You have constructed a Granary in Stone. Work has now begun on a Library.
Turn 174, 1140 AD: Islam has been founded in Akkad!
Turn 174, 1140 AD: Nain Singh (Great Engineer) has been born in Borsippa (Hammurabi)!

Turn 175, 1150 AD: The enemy has been spotted near Stone!
Turn 175, 1150 AD: The enemy has been spotted near Production!
Turn 175, 1150 AD: Clams has grown to size 6.
Turn 175, 1150 AD: Barb City has grown to size 8.
Turn 175, 1150 AD: Zhou has grown to size 10.
Turn 175, 1150 AD: Fake Humbaba has grown to size 4.
Turn 175, 1150 AD: Fake Humbaba can hurry Buddhist Monastery for 2&#8692; with 30&#8484; overflow and +1&#8676; for 49 turns.
Turn 175, 1150 AD: Red Fish Blue F has grown to size 5.
Turn 175, 1150 AD: Sugar Gems has grown to size 3.
Turn 175, 1150 AD: Sugar Gems can hurry Buddhist Monastery for 1&#8692; with 22&#8484; overflow and +1&#8676; for 24 turns.
Turn 175, 1150 AD: Ski Resort has grown to size 3.
Turn 175, 1150 AD: Durnovaria will be pacified on the next turn.
Turn 175, 1150 AD: Saladin has 60 gold available for trade.
Turn 175, 1150 AD: Ramesses II is the worst enemy of Brennus.
Turn 175, 1150 AD: Your Trebuchet 14 (Production) has reduced the defenses of Durocortorum to 0%!
Turn 175, 1150 AD: Louis XIV's Trebuchet 9 (Production) (4.00) vs Brennus's Longbowman (5.45)
Turn 175, 1150 AD: Combat Odds: 25.8%
Turn 175, 1150 AD: (Plot Defense: +25%)
Turn 175, 1150 AD: (Fortify: +15%)
Turn 175, 1150 AD: (City Defense: +45%)
Turn 175, 1150 AD: (Hills Defense: +25%)
Turn 175, 1150 AD: (City Attack: -120%)
Turn 175, 1150 AD: Your Trebuchet 9 (Production) has caused collateral damage! (2 Units)
Turn 175, 1150 AD: Louis XIV's Trebuchet 9 (Production) is hit for 23 (77/100HP)
Turn 175, 1150 AD: Brennus's Longbowman is hit for 17 (83/100HP)
Turn 175, 1150 AD: Louis XIV's Trebuchet 9 (Production) is hit for 23 (54/100HP)
Turn 175, 1150 AD: Louis XIV's Trebuchet 9 (Production) is hit for 23 (31/100HP)
Turn 175, 1150 AD: Brennus's Longbowman is hit for 17 (66/100HP)
Turn 175, 1150 AD: Louis XIV's Trebuchet 9 (Production) is hit for 23 (8/100HP)
Turn 175, 1150 AD: Louis XIV's Trebuchet 9 (Production) is hit for 23 (0/100HP)
Turn 175, 1150 AD: Brennus's Longbowman has defeated Louis XIV's Trebuchet 9 (Production)!
Turn 175, 1150 AD: Your Trebuchet 9 (Production) has died trying to attack a Longbowman!
Turn 175, 1150 AD: Louis XIV's Trebuchet 11 (Production) (4.00) vs Brennus's Longbowman (3.59)
Turn 175, 1150 AD: Combat Odds: 76.5%
Turn 175, 1150 AD: (Plot Defense: +25%)
Turn 175, 1150 AD: (Fortify: +15%)
Turn 175, 1150 AD: (City Defense: +45%)
Turn 175, 1150 AD: (Hills Defense: +25%)
Turn 175, 1150 AD: (City Attack: -120%)
Turn 175, 1150 AD: Your Trebuchet 11 (Production) has caused collateral damage! (2 Units)
Turn 175, 1150 AD: Louis XIV's Trebuchet 11 (Production) is hit for 21 (79/100HP)
Turn 175, 1150 AD: Brennus's Longbowman is hit for 18 (48/100HP)
Turn 175, 1150 AD: Brennus's Longbowman is hit for 18 (30/100HP)
Turn 175, 1150 AD: Your Trebuchet 11 (Production) has withdrawn from combat with a Longbowman!
Turn 175, 1150 AD: Louis XIV's Maceman 2 (Wheat) (6.64) vs Brennus's Axeman (3.55)
Turn 175, 1150 AD: Combat Odds: 94.8%
Turn 175, 1150 AD: (Extra Combat: +10%)
Turn 175, 1150 AD: (Plot Defense: +25%)
Turn 175, 1150 AD: (Fortify: +25%)
Turn 175, 1150 AD: (City Attack: -75%)
Turn 175, 1150 AD: (Combat: -50%)
Turn 175, 1150 AD: (Combat: +50%)
Turn 175, 1150 AD: Brennus's Axeman is hit for 27 (55/100HP)
Turn 175, 1150 AD: Brennus's Axeman is hit for 27 (28/100HP)
Turn 175, 1150 AD: Louis XIV's Maceman 2 (Wheat) is hit for 14 (69/100HP)
Turn 175, 1150 AD: Louis XIV's Maceman 2 (Wheat) is hit for 14 (55/100HP)
Turn 175, 1150 AD: Brennus's Axeman is hit for 27 (1/100HP)
Turn 175, 1150 AD: Brennus's Axeman is hit for 27 (0/100HP)
Turn 175, 1150 AD: Louis XIV's Maceman 2 (Wheat) has defeated Brennus's Axeman!
Turn 175, 1150 AD: Your Maceman 2 (Wheat) has destroyed a Axeman!
Turn 175, 1150 AD: Louis XIV's Maceman 11 (Wheat) (7.36) vs Brennus's Gallic Warrior (3.46)
Turn 175, 1150 AD: Combat Odds: 99.4%
Turn 175, 1150 AD: (Plot Defense: +25%)
Turn 175, 1150 AD: (Fortify: +5%)
Turn 175, 1150 AD: (Hills Defense: +20%)
Turn 175, 1150 AD: (City Attack: -45%)
Turn 175, 1150 AD: (Combat: -50%)
Turn 175, 1150 AD: Brennus's Gallic Warrior is hit for 28 (56/100HP)
Turn 175, 1150 AD: Brennus's Gallic Warrior is hit for 28 (28/100HP)
Turn 175, 1150 AD: Brennus's Gallic Warrior is hit for 28 (0/100HP)
Turn 175, 1150 AD: Louis XIV's Maceman 11 (Wheat) has defeated Brennus's Gallic Warrior!
Turn 175, 1150 AD: Your Maceman 11 (Wheat) has destroyed a Gallic Warrior!
Turn 175, 1150 AD: Louis XIV's Pikeman 3 (Wheat) (6.60) vs Brennus's Longbowman (3.15)
Turn 175, 1150 AD: Combat Odds: 97.7%
Turn 175, 1150 AD: (Extra Combat: -10%)
Turn 175, 1150 AD: (Plot Defense: +25%)
Turn 175, 1150 AD: (Fortify: +15%)
Turn 175, 1150 AD: (City Defense: +45%)
Turn 175, 1150 AD: (Hills Defense: +25%)
Turn 175, 1150 AD: Louis XIV's Pikeman 3 (Wheat) is hit for 21 (79/100HP)
Turn 175, 1150 AD: Louis XIV's Pikeman 3 (Wheat) is hit for 21 (58/100HP)
Turn 175, 1150 AD: Brennus's Longbowman is hit for 18 (7/100HP)
Turn 175, 1150 AD: Brennus's Longbowman is hit for 18 (0/100HP)
Turn 175, 1150 AD: Louis XIV's Pikeman 3 (Wheat) has defeated Brennus's Longbowman!
Turn 175, 1150 AD: Your Pikeman 3 (Wheat) has destroyed a Longbowman!
Turn 175, 1150 AD: You have captured Durocortorum!!!
Turn 175, 1150 AD: Louis XIV's Galleon 3 (Zhou) (4.00) vs Barbarian's Galley (2.20)
Turn 175, 1150 AD: Combat Odds: 98.7%
Turn 175, 1150 AD: (Plot Defense: +10%)
Turn 175, 1150 AD: Barbarian's Galley is hit for 26 (74/100HP)
Turn 175, 1150 AD: Louis XIV's Galleon 3 (Zhou) is hit for 14 (86/100HP)
Turn 175, 1150 AD: Barbarian's Galley is hit for 26 (48/100HP)
Turn 175, 1150 AD: Barbarian's Galley is hit for 26 (22/100HP)
Turn 175, 1150 AD: Barbarian's Galley is hit for 26 (0/100HP)
Turn 175, 1150 AD: Louis XIV's Galleon 3 (Zhou) has defeated Barbarian's Galley!
Turn 175, 1150 AD: Your Galleon 3 (Zhou) has destroyed a Galley!
Turn 175, 1150 AD: Paris will grow to size 10 on the next turn.
Turn 175, 1150 AD: Production will grow to size 9 on the next turn.
Turn 175, 1150 AD: West Fish will grow to size 5 on the next turn.
Turn 175, 1150 AD: Wheat will grow to size 5 on the next turn.
Turn 175, 1150 AD: Red Fish Blue F will grow to size 6 on the next turn.
Turn 175, 1150 AD: Ramesses II adopts Bureaucracy!
Turn 175, 1150 AD: Hammurabi has completed Notre Dame!

Turn 176, 1160 AD: The enemy has been spotted near Stone!
Turn 176, 1160 AD: Paris has grown to size 10.
Turn 176, 1160 AD: Production has grown to size 9.
Turn 176, 1160 AD: West Fish has grown to size 5.
Turn 176, 1160 AD: Barb City will become unhappy on the next turn.
Turn 176, 1160 AD: Wheat has grown to size 5.
Turn 176, 1160 AD: Wheat can hurry Buddhist Monastery for 2&#8692; with 32&#8484; overflow and +1&#8676; for 44 turns.
Turn 176, 1160 AD: Red Fish Blue F has grown to size 6.
Turn 176, 1160 AD: Durnovaria has been pacified.
Turn 176, 1160 AD: Hammurabi is the worst enemy of Saladin.
Turn 176, 1160 AD: The borders of Clams are about to expand.
Turn 176, 1160 AD: The borders of Stone are about to expand.
Turn 176, 1160 AD: Your Trebuchet 3 (Clams) has reduced the defenses of Isca to 4%!
Turn 176, 1160 AD: Louis XIV's Trebuchet 5 (Production) (4.00) vs Brennus's Longbowman (9.24)
Turn 176, 1160 AD: Combat Odds: 1.6%
Turn 176, 1160 AD: (Plot Defense: +29%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Defense: +25%)
Turn 176, 1160 AD: (Hills Defense: +75%)
Turn 176, 1160 AD: (City Attack: -100%)
Turn 176, 1160 AD: Your Trebuchet 5 (Production) has caused collateral damage! (2 Units)
Turn 176, 1160 AD: Louis XIV's Trebuchet 5 (Production) is hit for 29 (71/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 13 (87/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 13 (74/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 13 (61/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 13 (48/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 13 (35/100HP)
Turn 176, 1160 AD: Your Trebuchet 5 (Production) has withdrawn from combat with a Longbowman!
Turn 176, 1160 AD: Louis XIV's Trebuchet 12 (Barb City) (4.00) vs Brennus's Longbowman (7.04)
Turn 176, 1160 AD: Combat Odds: 8.5%
Turn 176, 1160 AD: (Plot Defense: +29%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Defense: +70%)
Turn 176, 1160 AD: (Hills Defense: +25%)
Turn 176, 1160 AD: (City Attack: -120%)
Turn 176, 1160 AD: Your Trebuchet 12 (Barb City) has caused collateral damage! (1 Unit)
Turn 176, 1160 AD: Louis XIV's Trebuchet 12 (Barb City) is hit for 26 (74/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 14 (77/100HP)
Turn 176, 1160 AD: Louis XIV's Trebuchet 12 (Barb City) is hit for 26 (48/100HP)
Turn 176, 1160 AD: Louis XIV's Trebuchet 12 (Barb City) is hit for 26 (22/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 14 (63/100HP)
Turn 176, 1160 AD: Louis XIV's Trebuchet 12 (Barb City) is hit for 26 (0/100HP)
Turn 176, 1160 AD: Brennus's Longbowman has defeated Louis XIV's Trebuchet 12 (Barb City)!
Turn 176, 1160 AD: Your Trebuchet 12 (Barb City) has died trying to attack a Longbowman!
Turn 176, 1160 AD: Louis XIV's Trebuchet 6 (Commerce) (4.00) vs Brennus's Longbowman (5.63)
Turn 176, 1160 AD: Combat Odds: 40.5%
Turn 176, 1160 AD: (Plot Defense: +29%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Defense: +70%)
Turn 176, 1160 AD: (Hills Defense: +25%)
Turn 176, 1160 AD: (City Attack: -100%)
Turn 176, 1160 AD: Your Trebuchet 6 (Commerce) has caused collateral damage! (1 Unit)
Turn 176, 1160 AD: Louis XIV's Trebuchet 6 (Commerce) is hit for 26 (74/100HP)
Turn 176, 1160 AD: Louis XIV's Trebuchet 6 (Commerce) is hit for 26 (48/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 14 (49/100HP)
Turn 176, 1160 AD: Louis XIV's Trebuchet 6 (Commerce) is hit for 26 (22/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 14 (35/100HP)
Turn 176, 1160 AD: Louis XIV's Trebuchet 6 (Commerce) is hit for 26 (0/100HP)
Turn 176, 1160 AD: Brennus's Longbowman has defeated Louis XIV's Trebuchet 6 (Commerce)!
Turn 176, 1160 AD: Your Trebuchet 6 (Commerce) has died trying to attack a Longbowman!
Turn 176, 1160 AD: Louis XIV's Maceman 7 (Clams) (7.36) vs Brennus's Longbowman (3.65)
Turn 176, 1160 AD: Combat Odds: 97.3%
Turn 176, 1160 AD: (Plot Defense: +29%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Defense: +70%)
Turn 176, 1160 AD: (Hills Defense: +25%)
Turn 176, 1160 AD: (City Attack: -75%)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 20 (15/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 20 (0/100HP)
Turn 176, 1160 AD: Louis XIV's Maceman 7 (Clams) has defeated Brennus's Longbowman!
Turn 176, 1160 AD: Your Maceman 7 (Clams) has destroyed a Longbowman!
Turn 176, 1160 AD: Louis XIV's Maceman 6 (Commerce) (8.00) vs Brennus's Longbowman (3.13)
Turn 176, 1160 AD: Combat Odds: 99.6%
Turn 176, 1160 AD: (Plot Defense: +29%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Defense: +25%)
Turn 176, 1160 AD: (Hills Defense: +75%)
Turn 176, 1160 AD: (City Attack: -45%)
Turn 176, 1160 AD: Louis XIV's Maceman 6 (Commerce) is hit for 19 (81/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 20 (5/100HP)
Turn 176, 1160 AD: Louis XIV's Maceman 6 (Commerce) is hit for 19 (62/100HP)
Turn 176, 1160 AD: Brennus's Longbowman is hit for 20 (0/100HP)
Turn 176, 1160 AD: Louis XIV's Maceman 6 (Commerce) has defeated Brennus's Longbowman!
Turn 176, 1160 AD: Your Maceman 6 (Commerce) has destroyed a Longbowman!
Turn 176, 1160 AD: Louis XIV's Maceman 10 (Barb City) (5.76) vs Brennus's Spearman (2.07)
Turn 176, 1160 AD: Combat Odds: 99.4%
Turn 176, 1160 AD: (Extra Combat: +10%)
Turn 176, 1160 AD: (Plot Defense: +29%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Attack: -45%)
Turn 176, 1160 AD: (Combat: -50%)
Turn 176, 1160 AD: Brennus's Spearman is hit for 31 (37/100HP)
Turn 176, 1160 AD: Brennus's Spearman is hit for 31 (6/100HP)
Turn 176, 1160 AD: Brennus's Spearman is hit for 31 (0/100HP)
Turn 176, 1160 AD: Louis XIV's Maceman 10 (Barb City) has defeated Brennus's Spearman!
Turn 176, 1160 AD: Your Maceman 10 (Barb City) has destroyed a Spearman!
Turn 176, 1160 AD: You have captured Isca!!!
Turn 176, 1160 AD: Commerce will grow to size 13 on the next turn.
Turn 176, 1160 AD: Clams will grow to size 7 on the next turn.
Turn 176, 1160 AD: Barb City will grow to size 9 on the next turn.
Turn 176, 1160 AD: West Coast Silk will grow to size 7 on the next turn.
Turn 176, 1160 AD: Bibracte will grow to size 5 on the next turn.
Turn 176, 1160 AD: Sugar Gems will grow to size 4 on the next turn.
Turn 176, 1160 AD: Ski Resort will grow to size 4 on the next turn.
Turn 176, 1160 AD: Camel Dumdum will grow to size 3 on the next turn.


Pictures will follow shortly.
 
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