SGOTM 17 - Maple Sporks

Man, you travel a lot! :D

A skip probably means you won't get another turnset... Or did you mean a swap? ;)

Looking at the graphs, I think we should be able to beat FE, they posted a save 36 turns beyond our current. Killing the 3 AIs in that time frame should be doable, if the teleport doesn't go terribly wrong. :)
 
Man, you travel a lot! :D

A skip probably means you won't get another turnset... Or did you mean a swap? ;)

Looking at the graphs, I think we should be able to beat FE, they posted a save 36 turns beyond our current. Killing the 3 AIs in that time frame should be doable, if the teleport doesn't go terribly wrong. :)

That's part of the new job I took on in January. It also means working from home a few days in the week, so that's a nice balance :)

Yes, I mean a swap, but let's see how far we are along when I return, and I'll slot in when I'm back up to speed.
 
Sounds like a good job change, if you enjoy the travelling. :)

TBH I hope to have this game practically wrapped up by the time you're back. It's really only a matter of finding the best logistics from this point. Any ideas or preferences on the "how-to" that you can share before you go will be much appreciated. Or interesting links of course. ;)
 
TBH I hope to have this game practically wrapped up by the time you're back. It's really only a matter of finding the best logistics from this point. Any ideas or preferences on the "how-to" that you can share before you go will be much appreciated. Or interesting links of course. ;)

That would be great. I'll chip in if and when appropriate
 
I had a quick look. Eliminating Polynesian is okay with me, it also means we can drop units a bit east of Polynesian for the Russian build-up, making boat travel shorter.

Speaking of which, we seem to be lacking boats... I think the 2 galleys near FK should unload their cannons (to go towards Japan) and head back to Silver and ferry.

I think I'd build the wheat city NE of wheat and try to settle on the gold on the Russian side of the straight, 3W. The settler with the Polynesian stack could be used for that (I think he's not boarded though). To ship that settler over we obviously need a boat which we should rush(buy) from wheat city. So maybe US when that 2nd settler is near wheat. With 2 cities there are also more cities to rushbuy boats from.

I think basically nearly all current units should go towards Japan/England (apart from Polynesian units that can go to Russia afterwards). For speed I'm tempted to just nearly exclusively build cuirs from now on. We'll also need the 2 settlers for England, btw. I don't think we should be building infra anymore. While in PS I'd also keep low on wealth. Units, units... After switching to US we should have all units ready to kick ass and can go more wealth for rushbuying.

I'm not sure if caste was really worth it TBH. Slavery is so useful (especially in hammer low cities, whipping some extra galleys, etc)... I'm contemplating that if we want to switch to US in 10 turns, why not launch the GA in about 5? The GA bonus itself is most useful in the unit build up phase. That would at least give the opportunity to get back to slavery.

I'd be in favour of gifting Hanzhou to see if we get enough bonus for OB with Toku. To get all units from Silver over to Japan we'll need quite some turns still, so there's a chance he'll ease a bit more up during that time (merc bonus increasing for instance). If he won't, declare by then.

Sengir, you there? :)
 
As said, hangzhou is a liberation and should give points in diplo.
anyone know at how many point does toku does OB? i was counting on +5, but if anyone have data on this point...

ok to clean indonesia and focus on cuirs. we can also build a road near fort knox to shorten the trip by boat, but clearly, more boats are needed
 
Its worth considering that with workshops there are no low hammer cities (except those with villages and towns) but you need to let the cities grow to work more workshops; its also worth considering that you can build wealth but you can't whip wealth.

The big question is indeed how easily Toku will open borders, its certainly worth liberating H and see what difference that makes.

I also think that unless Toku opens borders very soon it will be quicker to port from Russia.
 
Of course many things are worthy our considerations. :) Like for instance what the quickest path to victory might be. ;)
 
I'm here, though a plan will probably have to wait until tonight. Got it.
 
Plan:
Build 2 galleys near core for ferrying purposes
Move current units towards Japan.
Switch to building Cuirs for Russia
Build 2 more settlers for the England-stack.
Settle wheat city
When second settler is near wheat city, launch GA, switch to US + Slavery. At the end of the GA we can switch Slavery for Caste, but for now I very much want to whip another round. After the GA the cities can grow again.
Try to get OB with Japan, if not possible, declare and raze some cities.

The only thing I'm not sure of, is gifting the Chinese city: can someone test if it gives instant diplo? I'm tempted to give it on t+0, if it doesn't succeed, I can raze it easily enough.
 
Toku OB at +5 : checked
liberate a city give an immediate +1 relation : checked

all good :)
 
Sounds fine.

If we're not sure about whether to get enough diplo, then we could spread hindu with a miss in Hangzhou before gifting it. That'll get him in the hindu fold, obviously.
 
I see no reason this plan would not work.
And i'd rather we have OB now than in 10 turns :/
 
I see no reason this plan would not work.
And i'd rather we have OB now than in 10 turns :/
Indeed not worth a long wait, but I thought I mention in case we had a hindu miss nearby (pigswill mentioned them at some point).

However we don't need OB until we have the whole England force at the gates of Hangzhou (or rather close by) so there *might* be time for a miss.

One important thing, I think to cancel OB with Japan for the teleport we'll have to declare. Like a resource deal OB is forced for 10 turns unless you declare, I think. That could be an argument for getting OB asap, actually. Although having to declare won't be problematic if we start sending the proper Japan stack right after the English one.
 
Played my set.

Didn't go all to well, but from this turn on, things should be going more smoothly (with one little setback in the next IBT).

Polynesia was too well defended for the first stack I sent, so I had to sent reinforcements. I was able to take it this turn, but there are two maces next to it, so it will probably be lost again next turn. We should be able to retake it though.
Wheat city is also under siege by three barbmaces. There are three knights defending it, but I'm afraid that's not enough. I suggest upgrading these knights to Cuirs, as well as starting the GA, switching to US (+slavery) and rushbuy a musket for bonus defense.
The route to wheat will be done next turn.
As you will notice when you check the save, the settler meant for RussianGold is still near Polynesia, this is because I didn't want to use a ship to transport it further, as the RussianGold became quite Russian the turn I settled Wheat. We have to do a culture battle or we can build a city on this side of the river and do it the oldfashioned way.


That's the northern front. The southern front wasn't nice either: we had way to few ships (exacerbated by the need to reinforce Polynesia), so I rectified that.
Toku was being annoying as well: our relations didn't improve after gifting the city and he didn't switch religions either (I made the city Hindu before gifting). This turn, our shared civics got an extra +, so we have finally got our OB with Toku, and we can start moving troops.

I don't have a lot of time the next few days, so maybe the next player should take over.

The save
Spoiler :
Turn 244, 1670 AD: The borders of Gemhorse City have expanded!
Turn 244, 1670 AD: Nanjing celebrates "We Love the Dictator Day"!!!
Turn 244, 1670 AD: The borders of Timbuktu have expanded!
Turn 244, 1670 AD: Barbarian's Archer (3.00) vs Quartermaster's Musketman (15.75)
Turn 244, 1670 AD: Combat Odds: 0.0%
Turn 244, 1670 AD: (Plot Defense: +75%)
Turn 244, 1670 AD: Quartermaster's Musketman is hit for 9 (91/100HP)
Turn 244, 1670 AD: Barbarian's Archer is hit for 40 (60/100HP)
Turn 244, 1670 AD: Barbarian's Archer is hit for 40 (20/100HP)
Turn 244, 1670 AD: Barbarian's Archer is hit for 40 (0/100HP)
Turn 244, 1670 AD: Quartermaster's Musketman has defeated Barbarian's Archer!

Turn 245, 1675 AD: Nanjing celebrates "We Love the Dictator Day"!!!
Turn 245, 1675 AD: You have trained a Settler in Shanghai. Work has now begun on a Theatre.
Turn 245, 1675 AD: Christianity has spread in Nara.

Turn 246, 1680 AD: Aachen has been founded.
Turn 246, 1680 AD: Quartermaster's Cannon 39 (Khao Tom Mad) (12.00) vs Barbarian's Longbowman (10.50)
Turn 246, 1680 AD: Combat Odds: 76.2%
Turn 246, 1680 AD: (Plot Defense: +45%)
Turn 246, 1680 AD: (Fortify: +25%)
Turn 246, 1680 AD: (City Defense: +25%)
Turn 246, 1680 AD: (Hills Defense: +25%)
Turn 246, 1680 AD: (City Attack: -45%)
Turn 246, 1680 AD: Quartermaster's Cannon 39 (Khao Tom Mad) is hit for 18 (82/100HP)
Turn 246, 1680 AD: Barbarian's Longbowman is hit for 21 (79/100HP)
Turn 246, 1680 AD: Quartermaster's Cannon 39 (Khao Tom Mad) is hit for 18 (64/100HP)
Turn 246, 1680 AD: Barbarian's Longbowman is hit for 21 (58/100HP)
Turn 246, 1680 AD: Quartermaster's Cannon 39 (Khao Tom Mad) is hit for 18 (46/100HP)
Turn 246, 1680 AD: Barbarian's Longbowman is hit for 21 (37/100HP)
Turn 246, 1680 AD: Quartermaster's Cannon 44 (Khao Tom Mad) (12.00) vs Barbarian's Maceman (9.50)
Turn 246, 1680 AD: Combat Odds: 84.8%
Turn 246, 1680 AD: (Extra Combat: +10%)
Turn 246, 1680 AD: (Plot Defense: +45%)
Turn 246, 1680 AD: (Fortify: +25%)
Turn 246, 1680 AD: (City Attack: -45%)
Turn 246, 1680 AD: Quartermaster's Cannon 44 (Khao Tom Mad) is hit for 18 (82/100HP)
Turn 246, 1680 AD: Quartermaster's Cannon 44 (Khao Tom Mad) is hit for 18 (64/100HP)
Turn 246, 1680 AD: Quartermaster's Cannon 44 (Khao Tom Mad) is hit for 18 (46/100HP)
Turn 246, 1680 AD: Quartermaster's Cannon 44 (Khao Tom Mad) is hit for 18 (28/100HP)
Turn 246, 1680 AD: Barbarian's Maceman is hit for 21 (67/100HP)
Turn 246, 1680 AD: Barbarian's Maceman is hit for 21 (46/100HP)
Turn 246, 1680 AD: Quartermaster's Cannon 44 (Khao Tom Mad) is hit for 18 (10/100HP)
Turn 246, 1680 AD: Quartermaster's Cannon 44 (Khao Tom Mad) is hit for 18 (0/100HP)
Turn 246, 1680 AD: Barbarian's Maceman has defeated Quartermaster's Cannon 44 (Khao Tom Mad)!
Turn 246, 1680 AD: Quartermaster's Musketman (9.90) vs Barbarian's Maceman (10.94)
Turn 246, 1680 AD: Combat Odds: 47.5%
Turn 246, 1680 AD: (Extra Combat: -10%)
Turn 246, 1680 AD: (Extra Combat: +10%)
Turn 246, 1680 AD: (Plot Defense: +45%)
Turn 246, 1680 AD: (Fortify: +25%)
Turn 246, 1680 AD: Quartermaster's Musketman is hit for 22 (78/100HP)
Turn 246, 1680 AD: Quartermaster's Musketman is hit for 22 (56/100HP)
Turn 246, 1680 AD: Barbarian's Maceman is hit for 17 (59/100HP)
Turn 246, 1680 AD: Quartermaster's Musketman is hit for 22 (34/100HP)
Turn 246, 1680 AD: Quartermaster's Musketman is hit for 22 (12/100HP)
Turn 246, 1680 AD: Quartermaster's Musketman is hit for 22 (0/100HP)
Turn 246, 1680 AD: Barbarian's Maceman has defeated Quartermaster's Musketman!
Turn 246, 1680 AD: The borders of Isvarapura have expanded!

Turn 247, 1685 AD: Quartermaster's Knight 34 (Khao Tom Mad) (13.00) vs Barbarian's Warrior (3.00)
Turn 247, 1685 AD: Combat Odds: 100.0%
Turn 247, 1685 AD: (Extra Combat: -30%)
Turn 247, 1685 AD: (Plot Defense: +50%)
Turn 247, 1685 AD: Barbarian's Warrior is hit for 38 (62/100HP)
Turn 247, 1685 AD: Quartermaster's Knight 34 (Khao Tom Mad) is hit for 10 (90/100HP)
Turn 247, 1685 AD: Barbarian's Warrior is hit for 38 (24/100HP)
Turn 247, 1685 AD: Barbarian's Warrior is hit for 38 (0/100HP)
Turn 247, 1685 AD: Quartermaster's Knight 34 (Khao Tom Mad) has defeated Barbarian's Warrior!
Turn 247, 1685 AD: The borders of Hariharalaya have expanded!
Turn 247, 1685 AD: The borders of Gao have expanded!
Turn 247, 1685 AD: The borders of Hangzhou have expanded!
Turn 247, 1685 AD: Ernest Rutherford (Great Scientist) has been born in York (Churchill)!
Turn 247, 1685 AD: Barbarian's Maceman (8.00) vs Quartermaster's Maceman 6 (Furville) (10.80)
Turn 247, 1685 AD: Combat Odds: 21.3%
Turn 247, 1685 AD: (Extra Combat: +30%)
Turn 247, 1685 AD: (Fortify: +5%)
Turn 247, 1685 AD: (Combat: -50%)
Turn 247, 1685 AD: (Combat: +50%)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 23 (77/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 23 (54/100HP)
Turn 247, 1685 AD: Quartermaster's Maceman 6 (Furville) is hit for 17 (83/100HP)
Turn 247, 1685 AD: Quartermaster's Maceman 6 (Furville) is hit for 17 (66/100HP)
Turn 247, 1685 AD: Quartermaster's Maceman 6 (Furville) is hit for 17 (49/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 23 (31/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 23 (8/100HP)
Turn 247, 1685 AD: Quartermaster's Maceman 6 (Furville) is hit for 17 (32/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 23 (0/100HP)
Turn 247, 1685 AD: Quartermaster's Maceman 6 (Furville) has defeated Barbarian's Maceman!
Turn 247, 1685 AD: Barbarian's Maceman (8.00) vs Quartermaster's Musketman (9.45)
Turn 247, 1685 AD: Combat Odds: 25.3%
Turn 247, 1685 AD: (Fortify: +5%)
Turn 247, 1685 AD: Quartermaster's Musketman is hit for 18 (82/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 21 (79/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 21 (58/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 21 (37/100HP)
Turn 247, 1685 AD: Quartermaster's Musketman is hit for 18 (64/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 21 (16/100HP)
Turn 247, 1685 AD: Barbarian's Maceman is hit for 21 (0/100HP)
Turn 247, 1685 AD: Quartermaster's Musketman has defeated Barbarian's Maceman!

Turn 248, 1690 AD: Hinduism has spread in Hangzhou.
Turn 248, 1690 AD: You have trained a Galley in BananaSandwich. Work has now begun on a Cuirassier.
Turn 248, 1690 AD: The borders of Kumbi Saleh have expanded!
Turn 248, 1690 AD: The borders of Aachen have expanded!
Turn 248, 1690 AD: Barbarian's Maceman (8.00) vs Quartermaster's Musketman (9.07)
Turn 248, 1690 AD: Combat Odds: 39.0%
Turn 248, 1690 AD: (Extra Combat: +10%)
Turn 248, 1690 AD: (Fortify: +10%)
Turn 248, 1690 AD: Quartermaster's Musketman is hit for 17 (67/100HP)
Turn 248, 1690 AD: Barbarian's Maceman is hit for 22 (78/100HP)
Turn 248, 1690 AD: Barbarian's Maceman is hit for 22 (56/100HP)
Turn 248, 1690 AD: Quartermaster's Musketman is hit for 17 (50/100HP)
Turn 248, 1690 AD: Quartermaster's Musketman is hit for 17 (33/100HP)
Turn 248, 1690 AD: Quartermaster's Musketman is hit for 17 (16/100HP)
Turn 248, 1690 AD: Quartermaster's Musketman is hit for 17 (0/100HP)
Turn 248, 1690 AD: Barbarian's Maceman has defeated Quartermaster's Musketman!

Turn 249, 1695 AD: The enemy has been spotted near Aachen!
Turn 249, 1695 AD: Isvarapura has grown to size 9.
Turn 249, 1695 AD: Nagara Jayasri has grown to size 7.
Turn 249, 1695 AD: Chengdu has grown to size 7.
Turn 249, 1695 AD: Guangzhou has grown to size 11.
Turn 249, 1695 AD: The borders of Timbuktu are about to expand.
Turn 249, 1695 AD: Your population: 304 (53.33%) exceeds the Domination Limit: 233 (41.00%)
Turn 249, 1695 AD: Your Cannon 39 (Khao Tom Mad) has reduced the defenses of Polynesian to 38%!
Turn 249, 1695 AD: Fort Knox will grow to size 7 on the next turn.
Turn 249, 1695 AD: Rajavihara will grow to size 10 on the next turn.
Turn 249, 1695 AD: Angkor Wat will grow to size 10 on the next turn.
Turn 249, 1695 AD: Xian will grow to size 10 on the next turn.
Turn 249, 1695 AD: Nanjing will grow to size 11 on the next turn.
Turn 249, 1695 AD: Beijing will grow to size 15 on the next turn.
Turn 249, 1695 AD: Hariharalaya celebrates "We Love the Dictator Day"!!!
Turn 249, 1695 AD: The borders of Timbuktu have expanded!

Turn 250, 1700 AD: The enemy has been spotted near Aachen!
Turn 250, 1700 AD: Fort Knox has grown to size 7.
Turn 250, 1700 AD: Rajavihara has grown to size 10.
Turn 250, 1700 AD: Angkor Wat has grown to size 10.
Turn 250, 1700 AD: Xian has grown to size 10.
Turn 250, 1700 AD: Nanjing has grown to size 11.
Turn 250, 1700 AD: Churchill has 80 gold available for trade.
Turn 250, 1700 AD: The borders of Rajavihara are about to expand.
Turn 250, 1700 AD: Your population: 307 (53.48%) exceeds the Domination Limit: 235 (41.00%)
Turn 250, 1700 AD: Quartermaster's Cannon 31 (Khao Tom Mad) (12.00) vs Barbarian's Longbowman (10.20)
Turn 250, 1700 AD: Combat Odds: 77.5%
Turn 250, 1700 AD: (Plot Defense: +40%)
Turn 250, 1700 AD: (Fortify: +25%)
Turn 250, 1700 AD: (City Defense: +25%)
Turn 250, 1700 AD: (Hills Defense: +25%)
Turn 250, 1700 AD: (City Attack: -45%)
Turn 250, 1700 AD: Your Cannon 31 (Khao Tom Mad) has caused collateral damage! (6 Units)
Turn 250, 1700 AD: Quartermaster's Cannon 31 (Khao Tom Mad) is hit for 18 (82/100HP)
Turn 250, 1700 AD: Barbarian's Longbowman is hit for 21 (79/100HP)
Turn 250, 1700 AD: Barbarian's Longbowman is hit for 21 (58/100HP)
Turn 250, 1700 AD: Barbarian's Longbowman is hit for 21 (37/100HP)
Turn 250, 1700 AD: Your Cannon 31 (Khao Tom Mad) has withdrawn from combat with a Longbowman!
Turn 250, 1700 AD: Your Cannon 39 (Khao Tom Mad) has reduced the defenses of Polynesian to 26%!
Turn 250, 1700 AD: Your Cannon 26 (CopperCity) has reduced the defenses of Polynesian to 14%!
Turn 250, 1700 AD: Your Cannon 35 (BananaSandwich) has reduced the defenses of Polynesian to 2%!
Turn 250, 1700 AD: Your Cannon 36 (MarblePigSteed) has reduced the defenses of Polynesian to 0%!
Turn 250, 1700 AD: Clearing a Forest has created 30 ℤ for Khao Tom Mad.
Turn 250, 1700 AD: Furville will grow to size 14 on the next turn.
Turn 250, 1700 AD: Hariharalaya will grow to size 9 on the next turn.
Turn 250, 1700 AD: Nagara Jayasri will grow to size 8 on the next turn.
Turn 250, 1700 AD: Yasodharapura will grow to size 7 on the next turn.
Turn 250, 1700 AD: Shanghai will grow to size 11 on the next turn.
Turn 250, 1700 AD: Djenne will grow to size 11 on the next turn.
Turn 250, 1700 AD: The borders of Rajavihara have expanded!
Turn 250, 1700 AD: Hariharalaya celebrates "We Love the Dictator Day"!!!
Turn 250, 1700 AD: Kumbi Saleh celebrates "We Love the Dictator Day"!!!

Turn 251, 1705 AD: The enemy has been spotted near Aachen!
Turn 251, 1705 AD: PigCity will become unhealthy on the next turn.
Turn 251, 1705 AD: Furville has grown to size 14.
Turn 251, 1705 AD: Nagara Jayasri has grown to size 8.
Turn 251, 1705 AD: Shanghai has grown to size 11.
Turn 251, 1705 AD: Djenne has grown to size 11.
Turn 251, 1705 AD: Peter has 6 gold per turn available for trade.
Turn 251, 1705 AD: The borders of Djenne are about to expand.
Turn 251, 1705 AD: Your population: 310 (53.36%) exceeds the Domination Limit: 238 (41.00%)
Turn 251, 1705 AD: Will Sign Open Borders: Tokugawa
Turn 251, 1705 AD: Will Sign a Defensive Pact: Tokugawa
Turn 251, 1705 AD: Quartermaster's Cannon 26 (CopperCity) (12.00) vs Barbarian's Maceman (10.00)
Turn 251, 1705 AD: Combat Odds: 82.8%
Turn 251, 1705 AD: (Extra Combat: +20%)
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: (City Attack: -45%)
Turn 251, 1705 AD: Your Cannon 26 (CopperCity) has caused collateral damage! (5 Units)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 21 (79/100HP)
Turn 251, 1705 AD: Quartermaster's Cannon 26 (CopperCity) is hit for 18 (82/100HP)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 21 (58/100HP)
Turn 251, 1705 AD: Quartermaster's Cannon 26 (CopperCity) is hit for 18 (64/100HP)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 21 (37/100HP)
Turn 251, 1705 AD: Your Cannon 26 (CopperCity) has withdrawn from combat with a Maceman!
Turn 251, 1705 AD: Quartermaster's Cannon 35 (BananaSandwich) (12.00) vs Barbarian's Maceman (8.09)
Turn 251, 1705 AD: Combat Odds: 97.4%
Turn 251, 1705 AD: (Extra Combat: +10%)
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: (City Attack: -45%)
Turn 251, 1705 AD: Your Cannon 35 (BananaSandwich) has caused collateral damage! (4 Units)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 23 (65/100HP)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 23 (42/100HP)
Turn 251, 1705 AD: Quartermaster's Cannon 35 (BananaSandwich) is hit for 16 (84/100HP)
Turn 251, 1705 AD: Quartermaster's Cannon 35 (BananaSandwich) is hit for 16 (68/100HP)
Turn 251, 1705 AD: Your Cannon 35 (BananaSandwich) has withdrawn from combat with a Maceman!
Turn 251, 1705 AD: Quartermaster's Cannon 36 (MarblePigSteed) (12.00) vs Barbarian's Maceman (5.20)
Turn 251, 1705 AD: Combat Odds: 99.9%
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: (City Attack: -45%)
Turn 251, 1705 AD: Your Cannon 36 (MarblePigSteed) has caused collateral damage! (3 Units)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 26 (36/100HP)
Turn 251, 1705 AD: Your Cannon 36 (MarblePigSteed) has withdrawn from combat with a Maceman!
Turn 251, 1705 AD: Quartermaster's Cannon 31 (Khao Tom Mad) (10.92) vs Barbarian's Longbowman (3.00)
Turn 251, 1705 AD: Combat Odds: 100.0%
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: (City Defense: +25%)
Turn 251, 1705 AD: (Hills Defense: +25%)
Turn 251, 1705 AD: (City Attack: -75%)
Turn 251, 1705 AD: Your Cannon 31 (Khao Tom Mad) has caused collateral damage! (2 Units)
Turn 251, 1705 AD: Your Cannon 31 (Khao Tom Mad) has withdrawn from combat with a Longbowman!
Turn 251, 1705 AD: Quartermaster's Cannon 39 (Khao Tom Mad) (9.96) vs Barbarian's Swordsman (2.11)
Turn 251, 1705 AD: Combat Odds: 100.0%
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: (City Attack: -75%)
Turn 251, 1705 AD: Your Cannon 39 (Khao Tom Mad) has caused collateral damage! (1 Unit)
Turn 251, 1705 AD: Your Cannon 39 (Khao Tom Mad) has withdrawn from combat with a Swordsman!
Turn 251, 1705 AD: Quartermaster's Maceman 16 (CopperCity) (8.00) vs Barbarian's Longbowman (1.86)
Turn 251, 1705 AD: Combat Odds: 100.0%
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: (City Defense: +25%)
Turn 251, 1705 AD: (Hills Defense: +25%)
Turn 251, 1705 AD: (City Attack: -45%)
Turn 251, 1705 AD: Quartermaster's Maceman 16 (CopperCity) is hit for 16 (84/100HP)
Turn 251, 1705 AD: Barbarian's Longbowman is hit for 23 (0/100HP)
Turn 251, 1705 AD: Quartermaster's Maceman 16 (CopperCity) has defeated Barbarian's Longbowman!
Turn 251, 1705 AD: Your Maceman 16 (CopperCity) has destroyed a Longbowman!
Turn 251, 1705 AD: Quartermaster's Musketman 1 (PigCity) (11.70) vs Barbarian's Swordsman (3.60)
Turn 251, 1705 AD: Combat Odds: 100.0%
Turn 251, 1705 AD: (Extra Combat: -30%)
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: Barbarian's Swordsman is hit for 27 (13/100HP)
Turn 251, 1705 AD: Barbarian's Swordsman is hit for 27 (0/100HP)
Turn 251, 1705 AD: Quartermaster's Musketman 1 (PigCity) has defeated Barbarian's Swordsman!
Turn 251, 1705 AD: Your Musketman 1 (PigCity) has destroyed a Swordsman!
Turn 251, 1705 AD: Quartermaster's Musketman (9.00) vs Barbarian's Maceman (2.72)
Turn 251, 1705 AD: Combat Odds: 100.0%
Turn 251, 1705 AD: (Extra Combat: +20%)
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: Quartermaster's Musketman is hit for 19 (81/100HP)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 21 (0/100HP)
Turn 251, 1705 AD: Quartermaster's Musketman has defeated Barbarian's Maceman!
Turn 251, 1705 AD: Your Musketman has destroyed a Maceman!
Turn 251, 1705 AD: Quartermaster's Musketman (9.00) vs Barbarian's Maceman (2.56)
Turn 251, 1705 AD: Combat Odds: 100.0%
Turn 251, 1705 AD: (Extra Combat: +10%)
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: Quartermaster's Musketman is hit for 18 (82/100HP)
Turn 251, 1705 AD: Quartermaster's Musketman is hit for 18 (64/100HP)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 21 (0/100HP)
Turn 251, 1705 AD: Quartermaster's Musketman has defeated Barbarian's Maceman!
Turn 251, 1705 AD: Your Musketman has destroyed a Maceman!
Turn 251, 1705 AD: Quartermaster's Landsknecht 10 (MarblePigSteed) (6.00) vs Barbarian's Maceman (1.10)
Turn 251, 1705 AD: Combat Odds: 100.0%
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: (City Attack: -45%)
Turn 251, 1705 AD: (Combat: -100%)
Turn 251, 1705 AD: (Combat: +50%)
Turn 251, 1705 AD: Quartermaster's Landsknecht 10 (MarblePigSteed) is hit for 14 (86/100HP)
Turn 251, 1705 AD: Quartermaster's Landsknecht 10 (MarblePigSteed) is hit for 14 (72/100HP)
Turn 251, 1705 AD: Barbarian's Maceman is hit for 26 (0/100HP)
Turn 251, 1705 AD: Quartermaster's Landsknecht 10 (MarblePigSteed) has defeated Barbarian's Maceman!
Turn 251, 1705 AD: Your Landsknecht 10 (MarblePigSteed) has destroyed a Maceman!
Turn 251, 1705 AD: Quartermaster's Landsknecht 11 (SilverBanana) (6.00) vs Barbarian's Spearman (0.80)
Turn 251, 1705 AD: Combat Odds: 100.0%
Turn 251, 1705 AD: (Extra Combat: +20%)
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (City Attack: -45%)
Turn 251, 1705 AD: (Combat: -100%)
Turn 251, 1705 AD: Barbarian's Spearman is hit for 38 (2/100HP)
Turn 251, 1705 AD: Barbarian's Spearman is hit for 38 (0/100HP)
Turn 251, 1705 AD: Quartermaster's Landsknecht 11 (SilverBanana) has defeated Barbarian's Spearman!
Turn 251, 1705 AD: Your Landsknecht 11 (SilverBanana) has destroyed a Spearman!
Turn 251, 1705 AD: Quartermaster's Maceman 6 (Furville) (5.40) vs Barbarian's Swordsman (1.20)
Turn 251, 1705 AD: Combat Odds: 99.9%
Turn 251, 1705 AD: (Extra Combat: -30%)
Turn 251, 1705 AD: (Plot Defense: +25%)
Turn 251, 1705 AD: (Fortify: +25%)
Turn 251, 1705 AD: (Combat: -50%)
Turn 251, 1705 AD: Barbarian's Swordsman is hit for 29 (0/100HP)
Turn 251, 1705 AD: Quartermaster's Maceman 6 (Furville) has defeated Barbarian's Swordsman!
Turn 251, 1705 AD: Your Maceman 6 (Furville) has destroyed a Swordsman!
Turn 251, 1705 AD: You have captured Polynesian!!!
Turn 251, 1705 AD: Your population: 323 (55.69%) exceeds the Domination Limit: 237 (41.00%)
Turn 251, 1705 AD: PigCity will grow to size 14 on the next turn.
Turn 251, 1705 AD: Nanjing will grow to size 12 on the next turn.
Turn 251, 1705 AD: Niani will grow to size 7 on the next turn.
 
Thanks for the set, will have a look tonight.

With DS out of and out because of business for the next 10 days, seems I'm up and astre on deck. Should have time this weekend to play.

Will be buying boats and be getting troops into position. I hope the teleport works out on my machine. :p Maybe I'll see a bit of war, but it seems astre will get most of the gory part. :D
 
Yeah, you'll be moving units around mostly. If things go quickly, you might be able to declare Russia though (England will take a couple turns longer, as we have to settle and buy a fleet first).
Astre can fight a three front war :D
 
If you spread Hinduism down south and build rax we won't need to ferry troops from the north against Japan. South builds Japan army, north builds Russia army and we cash rush England army.
 
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