SGOTM 17 - Fifth Element

Go for it
 
1320
Suryavarman completed the hagia sofia.
Suryavarman has started researching philosophy =(. He just got engineering and literature. Probably bought literature from China.

1330
Qin finished the Chichen Itza.

Traded Philosophy for machinery and 35 gold with Qin.
 

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I'm sorry but I forgot to sell copper to China. It is only 9 gold for these three turn but now he does not have money.
 
I do not know what to do with Hades. My simulations show that it will on average kill 4-5 swordmen before I bring it down. And now Hades anvil has a chance to revolt.
 
I do not know what to do with Hades. My simulations show that it will on average kill 4-5 swordmen before I bring it down. And now Hades anvil has a chance to revolt.
First off, do not post autosaves, it's annoying and dangerous to open them.

Sury has Feud and Theo on the trade table, but he does not accept any trade for Philo. I suppose that we can but some turn into Feud and see if he accept.

So our plan worked for 2/3rd. In any case it's the most important.

Now, a galley chain can solve some problems for Anvil. Load 2 units in the one near Gao, move the one in Anvil to meet it and transfer the units, then back to Anvil. Keep at least 3 units there as soon as you can. That city has barb culture and it behaves like a normal AI city close the the AI culture. Until we have our culture there by cultural buidings we need to keep units to reduce the chances of revolt. A religion will help and libraries until then.

Do not waste units now. Promote 1 axe to C1, move the stack away from the city, bring 2 cats, an archer and a WE. Once they are ready, attack. We're not in a hurry. Slow and safe.

edit
do not build the settler in Anvil. whip a library. quickly!

And build 2 missionaries for the 2 Hades.
 
I have not posted an autosave. It is a save Id id after making the tech trade.
 
I have not posted an autosave. It is a save Id id after making the tech trade.
When i openeded it the first thing i've seen was Sury and I was asked to decide next thing to build in some cities like when opening an autosave. Maybe your CIV ask you for builds once you finished to move units? I has an installation doing so and i preferred it, but i don't know what i did to have it, so i must stick with the annoying opening of all the cities ask what to do.

In any case, please follow my suggestions and go on.

IIRC the city N of the soon to be settled crab needs a road.
 
In options there is a thing called Minimize pop-ups. That will cause building and research to wait until the end of the turn.
 
First off, do not post autosaves, it's annoying and dangerous to open them.

Sury has Feud and Theo on the trade table, but he does not accept any trade for Philo. I suppose that we can but some turn into Feud and see if he accept.
Won't help he is researching philosophy pretty fast right now.

So our plan worked for 2/3rd. In any case it's the most important.

Now, a galley chain can solve some problems for Anvil. Load 2 units in the one near Gao, move the one in Anvil to meet it and transfer the units, then back to Anvil. Keep at least 3 units there as soon as you can. That city has barb culture and it behaves like a normal AI city close the the AI culture. Until we have our culture there by cultural buidings we need to keep units to reduce the chances of revolt. A religion will help and libraries until then.
Makes sense. I will get three units there.

Do not waste units now. Promote 1 axe to C1, move the stack away from the city, bring 2 cats, an archer and a WE. Once they are ready, attack. We're not in a hurry. Slow and safe.
ok, I will send the stack out to explore behind the barb city and return to it when we got cats and war elephants,

edit
do not build the settler in Anvil. whip a library. quickly!
makes sense.

And build 2 missionaries for the 2 Hades.
I can do that. The second one is not in a hurry.

I'm ready to play on.
 
Yes, I don't think we have a chance of getting Feud off Sury. I would put 0% turns into Engineering. We could try building some wealth, so we get there sooner. Cats are quite worthless against walls anyway. What I mean is it's better to build wealth than outdated units. Fortunately now we can switch to building maces at least.

Feel free to go on.
 
What are we going to use engineering for?
 
are you kidding? :eek:

trebs&UU for warfare, what else? I thought we had an agreement on not waiting for gunpowder era units to wage war. But without trebs we can't war against walled cities.
 
In options there is a thing called Minimize pop-ups. That will cause building and research to wait until the end of the turn.
Maybe i flagged it inadvertently, i must try that.

1) Yes, I don't think we have a chance of getting Feud off Sury. I would put 0% turns into Engineering. We could try building some wealth, so we get there sooner.
2) Cats are quite worthless against walls anyway. What I mean is it's better to build wealth than outdated units. Fortunately now we can switch to building maces at least.
1) i didn't noticed he was researching Philo in 4. I agree, it's not worth to try. Let's move to Engineering with binary.
2) cats are useful for collateral, not for bombarding. They will do some damage to the first defender hopefully and it's the only chance we have to not waste Maces. I think 2 cats and 2 swords are the price to pay.
What are we going to use engineering for?
see below. perhaps some problem of digestion have temporarily obnubilated your mental faculties?
are you kidding? :eek:

trebs&UU for warfare, what else? I thought we had an agreement on not waiting for gunpowder era units to wage war. But without trebs we can't war against walled cities.
Trebs first, our UU for stack/city defence for sure. It's a pike which adds to the 100% against mouted 100% against melee, making it almost invulnerable in defence and a good attacker too. It's also slightly cheaper than a Mace. Pity we do not have to face mounted.

And the 50% increment in moves is all but negligible, with all the logistic we need for this game. We need to optimize our road network and if possible make good use of the railroad.

Go on, 50 days to go, we just started and it seems we're 4 really active players.
 
Yes go on.
 
1350
Great Prophet for Suryavarman.
1360
axeman attack our stack and died. New archer in hades.
1360
all three archer in hades are now longbowmen.
1370
Svedagon Paya was built somewhere.
1380
There is now 4 longbowmen and a spearman in Hades.
 
Here is your Session Turn Log from 1200 AD to 1380 AD:

Turn 180, 1200 AD: You have constructed a Forge in Prague. Work has now begun on a Catapult.
Turn 180, 1200 AD: You have constructed a Forge in Mainz. Work has now begun on a Worker.
Turn 180, 1200 AD: The borders of Djenne have expanded!
Turn 180, 1200 AD: You have constructed a Rathaus in Djenne. Work has now begun on a Worker.

Turn 181, 1210 AD: You have trained a Work Boat in Goldfoot. Work has now begun on a Granary.
Turn 181, 1210 AD: Qin Shi Huang adopts Bureaucracy!
Turn 181, 1210 AD: Ptolemy (Great Scientist) has been born in a far away land!

Turn 182, 1220 AD: You have discovered Civil Service!
Turn 182, 1220 AD: The revolution has begun!!!
Turn 182, 1220 AD: Quartermaster adopts Bureaucracy!
Turn 182, 1220 AD: The anarchy is over! Your government is re-established.

Turn 183, 1230 AD: You have discovered Literature!
Turn 183, 1230 AD: You have constructed a Granary in Florence. Work has now begun on a Library.
Turn 183, 1230 AD: Suryavarman II has completed The Parthenon!

Turn 184, 1240 AD: Quartermaster has completed The Colossus!
Turn 184, 1240 AD: The borders of Mainz have expanded!
Turn 184, 1240 AD: Confucianism has spread in Ulm.
Turn 184, 1240 AD: The borders of Goldfoot have expanded!
Turn 184, 1240 AD: Raja Todar Mal (Great Merchant) has been born in a far away land!

Turn 185, 1250 AD: Pisa has been founded.
Turn 185, 1250 AD: You have constructed a Rathaus in Ulm. Work has now begun on a Forge.
Turn 185, 1250 AD: Abu Bakr (Great Prophet) has been born in Angkor Thom (Suryavarman II)!
Turn 185, 1250 AD: Angkor Wat has been built in a far away land!

Turn 188, 1280 AD: Quartermaster's Catapult 7 (Augsburg) (5.00) vs Barbarian's Axeman (13.25)
Turn 188, 1280 AD: Combat Odds: 0.6%
Turn 188, 1280 AD: (Extra Combat: +10%)
Turn 188, 1280 AD: (Plot Defense: +125%)
Turn 188, 1280 AD: (Fortify: +25%)
Turn 188, 1280 AD: (City Attack: -20%)
Turn 188, 1280 AD: (River Attack: +25%)
Turn 188, 1280 AD: Quartermaster's Catapult 7 (Augsburg) is hit for 31 (69/100HP)
Turn 188, 1280 AD: Quartermaster's Catapult 7 (Augsburg) is hit for 31 (38/100HP)
Turn 188, 1280 AD: Quartermaster's Catapult 7 (Augsburg) is hit for 31 (7/100HP)
Turn 188, 1280 AD: Quartermaster's Catapult 7 (Augsburg) is hit for 31 (0/100HP)
Turn 188, 1280 AD: Barbarian's Axeman has defeated Quartermaster's Catapult 7 (Augsburg)!
Turn 188, 1280 AD: Quartermaster's War Elephant 2 (Prague) (9.60) vs Barbarian's Axeman (14.25)
Turn 188, 1280 AD: Combat Odds: 10.3%
Turn 188, 1280 AD: (Extra Combat: -20%)
Turn 188, 1280 AD: (Extra Combat: +10%)
Turn 188, 1280 AD: (Plot Defense: +125%)
Turn 188, 1280 AD: (Fortify: +25%)
Turn 188, 1280 AD: (River Attack: +25%)
Turn 188, 1280 AD: Quartermaster's War Elephant 2 (Prague) is hit for 24 (76/100HP)
Turn 188, 1280 AD: Quartermaster's War Elephant 2 (Prague) is hit for 24 (52/100HP)
Turn 188, 1280 AD: Quartermaster's War Elephant 2 (Prague) is hit for 24 (28/100HP)
Turn 188, 1280 AD: Barbarian's Axeman is hit for 16 (84/100HP)
Turn 188, 1280 AD: Barbarian's Axeman is hit for 16 (68/100HP)
Turn 188, 1280 AD: Quartermaster's War Elephant 2 (Prague) is hit for 24 (4/100HP)
Turn 188, 1280 AD: Barbarian's Axeman is hit for 16 (52/100HP)
Turn 188, 1280 AD: Quartermaster's War Elephant 2 (Prague) is hit for 24 (0/100HP)
Turn 188, 1280 AD: Barbarian's Axeman has defeated Quartermaster's War Elephant 2 (Prague)!
Turn 188, 1280 AD: Quartermaster's Horse Archer 1 (Prague) (7.20) vs Barbarian's Archer (9.24)
Turn 188, 1280 AD: Combat Odds: 23.7%
Turn 188, 1280 AD: (Extra Combat: -20%)
Turn 188, 1280 AD: (Plot Defense: +125%)
Turn 188, 1280 AD: (Fortify: +25%)
Turn 188, 1280 AD: (City Defense: +50%)
Turn 188, 1280 AD: (Hills Defense: +25%)
Turn 188, 1280 AD: (River Attack: +25%)
Turn 188, 1280 AD: Quartermaster's Horse Archer 1 (Prague) is hit for 23 (77/100HP)
Turn 188, 1280 AD: Quartermaster's Horse Archer 1 (Prague) is hit for 23 (54/100HP)
Turn 188, 1280 AD: Quartermaster's Horse Archer 1 (Prague) is hit for 23 (31/100HP)
Turn 188, 1280 AD: Quartermaster's Horse Archer 1 (Prague) is hit for 23 (8/100HP)
Turn 188, 1280 AD: Barbarian's Archer is hit for 17 (71/100HP)
Turn 188, 1280 AD: Barbarian's Archer is hit for 17 (54/100HP)
Turn 188, 1280 AD: Barbarian's Archer is hit for 17 (37/100HP)
Turn 188, 1280 AD: Quartermaster's Horse Archer 1 (Prague) is hit for 23 (0/100HP)
Turn 188, 1280 AD: Barbarian's Archer has defeated Quartermaster's Horse Archer 1 (Prague)!
Turn 188, 1280 AD: Quartermaster's Axeman 5 (Prague) (5.00) vs Barbarian's Axeman (6.89)
Turn 188, 1280 AD: Combat Odds: 33.1%
Turn 188, 1280 AD: (Extra Combat: +10%)
Turn 188, 1280 AD: (Plot Defense: +125%)
Turn 188, 1280 AD: (Fortify: +25%)
Turn 188, 1280 AD: (City Attack: -20%)
Turn 188, 1280 AD: (Combat: -50%)
Turn 188, 1280 AD: (Combat: +50%)
Turn 188, 1280 AD: (River Attack: +25%)
Turn 188, 1280 AD: Barbarian's Axeman is hit for 14 (38/100HP)
Turn 188, 1280 AD: Barbarian's Axeman is hit for 14 (24/100HP)
Turn 188, 1280 AD: Quartermaster's Axeman 5 (Prague) is hit for 28 (72/100HP)
Turn 188, 1280 AD: Quartermaster's Axeman 5 (Prague) is hit for 28 (44/100HP)
Turn 188, 1280 AD: Quartermaster's Axeman 5 (Prague) is hit for 28 (16/100HP)
Turn 188, 1280 AD: Barbarian's Axeman is hit for 14 (10/100HP)
Turn 188, 1280 AD: Quartermaster's Axeman 5 (Prague) is hit for 28 (0/100HP)
Turn 188, 1280 AD: Barbarian's Axeman has defeated Quartermaster's Axeman 5 (Prague)!
Turn 188, 1280 AD: Quartermaster's Swordsman 2 (Aachen) (6.00) vs Barbarian's Archer (2.94)
Turn 188, 1280 AD: Combat Odds: 99.1%
Turn 188, 1280 AD: (Plot Defense: +125%)
Turn 188, 1280 AD: (Fortify: +25%)
Turn 188, 1280 AD: (City Defense: +50%)
Turn 188, 1280 AD: (Hills Defense: +25%)
Turn 188, 1280 AD: (City Attack: -85%)
Turn 188, 1280 AD: (River Attack: +25%)
Turn 188, 1280 AD: Barbarian's Archer is hit for 20 (17/100HP)
Turn 188, 1280 AD: Barbarian's Archer is hit for 20 (0/100HP)
Turn 188, 1280 AD: Quartermaster's Swordsman 2 (Aachen) has defeated Barbarian's Archer!
Turn 188, 1280 AD: Quartermaster's Swordsman 11 (Augsburg) (6.00) vs Barbarian's Axeman (1.40)
Turn 188, 1280 AD: Combat Odds: 100.0%
Turn 188, 1280 AD: (Extra Combat: +10%)
Turn 188, 1280 AD: (Plot Defense: +125%)
Turn 188, 1280 AD: (Fortify: +25%)
Turn 188, 1280 AD: (City Attack: -55%)
Turn 188, 1280 AD: (Combat: +50%)
Turn 188, 1280 AD: (River Attack: +25%)
Turn 188, 1280 AD: Barbarian's Axeman is hit for 17 (0/100HP)
Turn 188, 1280 AD: Quartermaster's Swordsman 11 (Augsburg) has defeated Barbarian's Axeman!
Turn 188, 1280 AD: You have captured Hades Anvil!!!
Turn 188, 1280 AD: You have constructed a Forge in Vienna. Work has now begun on a Rathaus.
Turn 188, 1280 AD: You have trained a Worker in Djenne. Work has now begun on a Forge.
Turn 188, 1280 AD: The borders of Niani have expanded!
Turn 188, 1280 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 88 of 220 Total Votes)

Turn 189, 1290 AD: You have trained a War Elephant in Augsburg. Work has now begun on a Archer.
Turn 189, 1290 AD: You have trained a Catapult in Mainz. Work has now begun on The Great Library.
Turn 189, 1290 AD: Tsongkhapa (Great Prophet) has been born in a far away land!

Turn 190, 1300 AD: You have trained a Catapult in Prague. Work has now begun on Heroic Epic.
Turn 190, 1300 AD: You have trained a Chariot in Augsburg. Work has now begun on a Archer.

Turn 191, 1310 AD: You have trained a Archer in Vienna. Work has now begun on a Rathaus.
Turn 191, 1310 AD: You have trained a Spy in Djenne. Work has now begun on a Forge.
Turn 191, 1310 AD: You have trained a Settler in Gao. Work has now begun on a Forge.
Turn 191, 1310 AD: The borders of Kumbi Saleh have expanded!
Turn 191, 1310 AD: You have trained a Spy in Walata. Work has now begun on a Rathaus.
Turn 191, 1310 AD: Suryavarman II has completed The Hagia Sophia!

Turn 192, 1320 AD: You have discovered Philosophy!
Turn 192, 1320 AD: You have trained a Catapult in Mainz. Work has now begun on The Great Library.
Turn 192, 1320 AD: Quartermaster has completed The Great Lighthouse!
Turn 192, 1320 AD: You have trained a Work Boat in Gao. Work has now begun on a Forge.
Turn 192, 1320 AD: Qin Shi Huang has completed Chichen Itza!

Turn 193, 1330 AD: You have discovered Machinery!
Turn 193, 1330 AD: Quartermaster has completed The Great Library!
Turn 193, 1330 AD: The borders of Walata have expanded!

Turn 194, 1340 AD: The borders of Prague have expanded!
Turn 194, 1340 AD: You have constructed a Barracks in Vienna. Work has now begun on a Rathaus.
Turn 194, 1340 AD: You have constructed a Granary in Niani. Work has now begun on a Rathaus.
Turn 194, 1340 AD: Tipu Sultan (Great Prophet) has been born in Yasodharapura (Suryavarman II)!
Turn 194, 1340 AD: Barbarian's Axeman (5.50) vs Quartermaster's Axeman 2 (Prague) (5.50)
Turn 194, 1340 AD: Combat Odds: 50.0%
Turn 194, 1340 AD: (Extra Combat: -10%)
Turn 194, 1340 AD: (Extra Combat: +10%)
Turn 194, 1340 AD: (Combat: -50%)
Turn 194, 1340 AD: (Combat: +50%)
Turn 194, 1340 AD: Quartermaster's Axeman 2 (Prague) is hit for 20 (80/100HP)
Turn 194, 1340 AD: Barbarian's Axeman is hit for 20 (80/100HP)
Turn 194, 1340 AD: Barbarian's Axeman is hit for 20 (60/100HP)
Turn 194, 1340 AD: Quartermaster's Axeman 2 (Prague) is hit for 20 (60/100HP)
Turn 194, 1340 AD: Barbarian's Axeman is hit for 20 (40/100HP)
Turn 194, 1340 AD: Quartermaster's Axeman 2 (Prague) is hit for 20 (40/100HP)
Turn 194, 1340 AD: Quartermaster's Axeman 2 (Prague) is hit for 20 (20/100HP)
Turn 194, 1340 AD: Barbarian's Axeman is hit for 20 (20/100HP)
Turn 194, 1340 AD: Barbarian's Axeman is hit for 20 (0/100HP)
Turn 194, 1340 AD: Quartermaster's Axeman 2 (Prague) has defeated Barbarian's Axeman!

Turn 195, 1350 AD: The borders of Florence have expanded!

Turn 196, 1360 AD: Vienna can hurry Confucian Missionary for 1⇴ with 22ℤ overflow, 15ℴ added to the treasury, and +1⇤ for 10 turns.
Turn 196, 1360 AD: Augsburg can hurry War Elephant for 1⇴ with 29ℤ overflow and +1⇤ for 57 turns.
Turn 196, 1360 AD: Ulm has grown to size 7.
Turn 196, 1360 AD: Ulm can hurry Catapult for 2⇴ with 31ℤ overflow and +1⇤ for 19 turns.
Turn 196, 1360 AD: Djenne has grown to size 5.
Turn 196, 1360 AD: Florence has grown to size 7.
Turn 196, 1360 AD: Kumbi Saleh has grown to size 5.
Turn 196, 1360 AD: Walata can hurry Rathaus for 2⇴ with 6ℤ overflow and +1⇤ for 15 turns.
Turn 196, 1360 AD: Hades Anvil has shrunk to size 5.
Turn 196, 1360 AD: Tokugawa has 50 gold available for trade.
Turn 196, 1360 AD: Mainz will grow to size 8 on the next turn.
Turn 196, 1360 AD: Gao will grow to size 7 on the next turn.
Turn 196, 1360 AD: Florence will grow to size 8 on the next turn.
Turn 196, 1360 AD: Niani will grow to size 3 on the next turn.
Turn 196, 1360 AD: Walata will grow to size 6 on the next turn.
Turn 196, 1360 AD: Pisa will grow to size 4 on the next turn.
Turn 196, 1360 AD: You have trained Confucian Missionary in Vienna. Work has now begun on a Rathaus.
Turn 196, 1360 AD: You have trained a Catapult in Ulm. Work has now begun on a Barracks.
Turn 196, 1360 AD: You have trained a Work Boat in Florence. Work has now begun on a Forge.
Turn 196, 1360 AD: Shwedagon Paya has been built in a far away land!
Turn 196, 1360 AD: Zu Chongzhi (Great Scientist) has been born in a far away land!

Turn 197, 1370 AD: Aachen can hurry War Elephant for 2⇴ with 16ℤ overflow and +1⇤ for 27 turns.
Turn 197, 1370 AD: Prague can hurry Catapult for 2⇴ with 36ℤ overflow and +1⇤ for 10 turns.
Turn 197, 1370 AD: Augsburg will become unhealthy on the next turn.
Turn 197, 1370 AD: Mainz has grown to size 8.
Turn 197, 1370 AD: Mainz can hurry Catapult for 2⇴ with 40ℤ overflow, 2ℴ added to the treasury, and +1⇤ for 34 turns.
Turn 197, 1370 AD: Gao has grown to size 7.
Turn 197, 1370 AD: Florence has grown to size 8.
Turn 197, 1370 AD: Niani has grown to size 3.
Turn 197, 1370 AD: Pisa has grown to size 4.
Turn 197, 1370 AD: Pisa can hurry Granary for 2⇴ with 14ℤ overflow and +1⇤ for 10 turns.
Turn 197, 1370 AD: Luxemburg has been founded.
Turn 197, 1370 AD: Aachen will grow to size 10 on the next turn.
Turn 197, 1370 AD: Prague will grow to size 8 on the next turn.
Turn 197, 1370 AD: Augsburg will grow to size 9 on the next turn.
Turn 197, 1370 AD: Ulm will grow to size 6 on the next turn.
Turn 197, 1370 AD: Djenne will grow to size 6 on the next turn.
Turn 197, 1370 AD: Timbuktu will grow to size 14 on the next turn.
Turn 197, 1370 AD: Ernest Rutherford (Great Scientist) has been born in Aachen (Quartermaster)!
Turn 197, 1370 AD: You have trained a Catapult in Prague. Work has now begun on Heroic Epic.
Turn 197, 1370 AD: You have trained a Catapult in Mainz. Work has now begun on National Epic.

Turn 198, 1380 AD: Vienna can hurry Archer for 1⇴ with 14ℤ overflow, 38ℴ added to the treasury, and +1⇤ for 10 turns.
Turn 198, 1380 AD: Augsburg has grown to size 9.
Turn 198, 1380 AD: Augsburg has become unhealthy.
Turn 198, 1380 AD: Augsburg can hurry Catapult for 2⇴ with 39ℤ overflow and +1⇤ for 55 turns.
Turn 198, 1380 AD: Ulm has grown to size 6.
Turn 198, 1380 AD: Bridge can hurry Granary for 1⇴ with 12ℤ overflow and +1⇤ for 10 turns.
Turn 198, 1380 AD: Djenne has grown to size 6.
Turn 198, 1380 AD: Timbuktu has grown to size 14.
Turn 198, 1380 AD: Gao will become unhappy on the next turn.
Turn 198, 1380 AD: Suryavarman II has 70 gold available for trade.
Turn 198, 1380 AD: Tokugawa has 5 gold per turn available for trade.
 
I did two misstakes.

I did not whip in Hades anvil on the only turn where I was able to.

And I missed to trade philosophy to Suryavarman for 260 gold.
 
Great TS, Folket! I think that we are looking much better now.

Ouch. :( No problem, everybody makes mistakes!

Our second problem is the GS, just as I suspected. Do we start a golden age? Or wait to see if we will need Edu, and in case we do, save it for Edu bulb? Third option would be to settle him in Vienna.
IMO golden age could be very useful now.

Do you have turns left, or do you pass it to next player? (Who's next?)
 
I'm fine with leaving it to the next player now, I could also play seven more turns if you want to. I think we should ignore Hades Hammer. We can't really touch it right now. Leave two units behind to explore the jungle and evacuate the rest. I think Unclethrill will be next.
 
Damn... we should have tried to take Hammer with what we has. Now we need trebs and not just 2.

Continue to build archers and stop with WEs. With pikes they are of not use.

Do NOT destroy the workshops for cottages: they are the only source of hammers for Gao and a help for Kumbi. After guilds they will be more useful.

Maces are the priority until our UU and trebs come in place. We need more units in Anvil, there're still >2% chance of revolt. We need units anyway to take Hammer.

GS for a GAge? Sure i think it's better than anything else.

The GG can be settled in Prague since we elected this as the HE city.

This is for next player or for you if you prefer. BTW, we cannot afford to have wasted days. Pangea is next, but if he doesn't give a signal in 24 hours from now, it's Shaan.
In the meantime if Folket wants he can post a PPP for 7 turns.
 
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