SGOTM 18 - Phoenix Rising

Alright so

Wash: Wealth
NY: HE
Bos: Wealth
Phil: Wealth
OS: Wealth
Besh: CH
Kara: Gran (slow)
Turf: Culture
Sam: Gran

Units: HA's attack and raze, cats need to heal, could send some units for Tabriz, such as the stack south of Ning
Workers: 2 go to Kara to chop CH, 2 on sam's dye,

We have plenty of forests around GK's old cities, and they are the ones suffering from excessive maintenance. We could chop CH out as most are 3 pop.
 
Cities needing CH
Turfan - Granary than whip or chop CH.
Sama - Would require 1 chop first. Then whip.
Kara - Slow build granary and consider chop towards CH? -8-9
ning - Could probably whip CH as granary already.
Besh - After settler could build CH in 4 turns. Save whip anger here.
Phil - could 2 pop CH next.
Boston - A 2 pop whip allows us to use an extra mine in NY. Perhaps NY could run an engineer instead.
NY Or NY could run an extra engineer or run a farm for growth. With an engineer it can produce 40 hammers a turn. Mace 70 hammers. So we could afford a farm.
The farm would only help if it ran 2 mines more. CH not so important here.

Wash could probably run the farm over cottage for growth now. It needs some health resources really. Wash has a CH already.

I am not saying we should build Ch's everywhere ASAP but this could net an extra 30-40 gold a turn at 100% tax.
 
The cities that we settled and OS maintenance is only 5-6, which doesn't warrent CH, imo. GK's old cities are 8-9+, which does. The problem is that most of them are at 3 pop, which requires the chopping.

Besh atm can build a CH in 1 turn. We have one settler for the razing party for 1 S of the FE to rush in to take the spot. Any HA's that survive the assault on NS can get settler into place to settle upon the razing on the other city

We will need a settler soon but not for 3-4 turns. NY can build settler after HE in that time frame roughly. If we whip Bos and grab a mine should help.
 
Alright so

Wash: Wealth
NY: HE
Bos: Wealth CH 2 pop whip CH next turn
Phil: Wealth CH 2 pop whip CH next turn
OS: Wealth
Besh: CH We have almost 70 hammers for a settler stored here. Wait for chop and switch to settler. Then slow build CH. Consider 1 more chop?
Kara: Gran (slow) Then consider CH. A chop here might help too.
Turf: Culture Switch to granary after border pop. Whip and consider OF to CH.
Sam: Gran Sama is 2 turns from a whip. USe chop for CH. If need be 2.

Units: HA's attack and raze, cats need to heal, could send some units for Tabriz, such as the stack south of Ning Yes stack south of Ning is due to move 1SW this turn.
Workers: 2 go to Kara to chop CH, 2 on sam's dye, 2 north of Sama could complete resource. Then split up. Hopefully we will capture 3 workers when we take his city next. 1 30 hammer chop and a whip should mostly complete the CH's. Or a 2 pop whip with a few hammers in build.

We have plenty of forests around GK's old cities, and they are the ones suffering from excessive maintenance. We could chop CH out as most are 3 pop.

See above. Would be nice to save some hammers for units. Save chops into CH's where the cities are low on food for regrowth. Sama is an example of this. Besh should be saved from whipping.

I don't think we need 2 units cottaging OS anymore. Let's free one up.
 
Besh atm can build a CH in 1 turn. We have one settler for the razing party for 1 S of the FE to rush in to take the spot. Any HA's that survive the assault on NS can get settler into place to settle upon the razing on the other city

We will need a settler soon but not for 3-4 turns. NY can build settler after HE in that time frame roughly. If we whip Bos and grab a mine should help.

Well the settler for besh is needed to free up Washington gold resource. Besh can build a CH in 4 turns anyway with an extra mine. No rush for a CH here. I had planned the settler here. 16 gold vs early settler. See what Izuul thinks here.

NY is a military pump city. Not for settlers. Mace/treb/xbow and pike after HE.
 
Alright, well the settler is 5-6 turns away from the spot by Wash to free gold. We could put OF from CH whip in Phil into a settler and get a spot there roughly in the same time frame. I'd still like to settle a new city by GK's new city and block Joao off. With the settler from besh and the one in the area, we can do it. Imo, we can backfill later. We need to grab the spots from razing GK's cities before Joao can. Remember he does have at least one roaming settler.
 
Alright, so with the changes

Wash: Wealth
NY: HE
Bos: 2 pop whip CH next turn
Phil:2 pop whip CH next turn into settler? Perhaps wealth 1 turn for regrowth.
OS: Wealth
Besh: Chop settler into CH, another chop into CH
Kara: Gran (slow), CH next, One worker to chop
Turf: Granary now, Border will pop next turn anyways, its at 9/10 with 2 religions there
Sam: whip gran int 2 turns, chop CH, workers there will be done in 3 turns
 
There is no rush to play on today. I am not sure when me or Izuul will next be online. Most likely tomorrow for me to physically look at the save.

We need to do the attack on NS at some point before we play on.

Izuul may have some better ideas on builds.

Don't forget to micro city tiles. In kara it was suggested switching back to horse before it grows to complete granary. I wonder if we could whip granary just before size 4?

If you 2 pop whip phil It will have a max of 13-16 or so OF. If the whip almost fill the granary maybe regrowth would be 3 turns after size 3. It may need 2-3 turns at size 4 to reach point where the settler can be whipped. Maybe a settler here could work better. I figure about 7-8 turns. On flip side takes 6 turns from Besh to reach there plus won't be buit for 2 turns. I guess settler in Phil frees up Besh. Yep CH in Besh.
 
Are we all happy to risk attacking gk city with the 6 ha? Remember to use melee promoted ones first.

We need to try and keep up 2-3 turns a day pace.
 
I think we should attack with the 6 HAs. They will almost certainly take the city. Just make sure it gets razed. I haven't had a chance to check out the city builds yet.
 
I think we should attack with the 6 HAs. They will almost certainly take the city. Just make sure it gets razed. I haven't had a chance to check out the city builds yet.

Packers is doing the turnset now. I didn't know I had done almost 20+ turns. We need to ensure all players do their bit. Packers can you do the attack on the city and post the save. Raze city. Make sure to use the HA moves wisely so hi KK don't kill the wounded HA.
 
Thinking about the CHs.. Some of our cities like Karak probably need to grow a bit onto their good tiles before whipping away pop. There's not much benefit in whipping away gold + horse tiles. If we do it right though, i think we can get some hammers into CHs with double production bonus and then whip for pretty good OF.

Samar - Pretty junky spot for the most part. I think we can put 1 chop into a CH and then whip the rest, after we get a granary though.

Karak - really needs to grow out to size ~6 before we whip away pop. Too many good tiles there.

Turfan - border pop next turn, work corn, grow a couple sizes, whip CH

Ning - whip as soon as it comes out of disorder. tiles there are fairly weak.

Besh - CH not quite as urgent here atm. would rather get the settler and a mace or two.

OS - Maintenance isn't bad here. Whip later once it has grown to a good size.

Boston - Not really necessary but could whip and give NY back a mine. NY is currently working an unimproved grass tile. NY with the HE can use that mine more efficiently than Boston

Philly - Could whip one at some point, but maintenance isn't bad yet at all

NY - not worth wasting the hammers. all units all of the time out of here

Washington - already has one
 
I guess we can get rid of all of those notes we wrote too. Alt + S then clicking on them will erase.
 
Attack done, and city razed. We only lost 1 HA.

Spoiler :
Turn 134, 475 AD: New York can hurry Heroic Epic for 1⇴ with 16ℤ overflow and +1⇤ for 10 turns.
Turn 134, 475 AD: Karakorum can hurry Granary for 1⇴ with 8ℤ overflow and +1⇤ for 20 turns.
Turn 134, 475 AD: Samarqand has grown to size 3.
Turn 134, 475 AD: The borders of Turfan are about to expand.
Turn 134, 475 AD: Mansa Musa will trade Nationalism, Paper
Turn 134, 475 AD: Your Catapult 5 (Beshbalik) has reduced the defenses of Ning-hsia to 0%!
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) (5.00) vs Genghis Khan's Swordsman (6.90)
Turn 134, 475 AD: Combat Odds: 31.2%
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (City Attack: -45%)
Turn 134, 475 AD: Your Catapult 4 (Beshbalik) has caused collateral damage! (4 Units)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (77/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (54/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (31/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (8/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 4 (Beshbalik) is hit for 23 (0/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman has defeated Austin Powers's Catapult 4 (Beshbalik)!
Turn 134, 475 AD: Your Catapult 4 (Beshbalik) has died trying to attack a Swordsman!
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) (5.00) vs Genghis Khan's Swordsman (6.90)
Turn 134, 475 AD: Combat Odds: 31.2%
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (City Attack: -45%)
Turn 134, 475 AD: Your Catapult 7 (Beshbalik) has caused collateral damage! (4 Units)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 17 (83/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (77/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (54/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 17 (66/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (31/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 17 (49/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (8/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 7 (Beshbalik) is hit for 23 (0/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman has defeated Austin Powers's Catapult 7 (Beshbalik)!
Turn 134, 475 AD: Your Catapult 7 (Beshbalik) has died trying to attack a Swordsman!
Turn 134, 475 AD: Austin Powers's Catapult 1 (New York) (5.00) vs Genghis Khan's Swordsman (5.41)
Turn 134, 475 AD: Combat Odds: 59.4%
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +10%)
Turn 134, 475 AD: (City Attack: -45%)
Turn 134, 475 AD: Your Catapult 1 (New York) has caused collateral damage! (3 Units)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (64/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (46/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 1 (New York) is hit for 21 (79/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (28/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 1 (New York) is hit for 21 (58/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 1 (New York) is hit for 21 (37/100HP)
Turn 134, 475 AD: Your Catapult 1 (New York) has withdrawn from combat with a Swordsman!
Turn 134, 475 AD: Austin Powers's Catapult 2 (Beshbalik) (4.70) vs Genghis Khan's Axeman (4.37)
Turn 134, 475 AD: Combat Odds: 80.3%
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (City Attack: -45%)
Turn 134, 475 AD: Your Catapult 2 (Beshbalik) has caused collateral damage! (2 Units)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 19 (51/100HP)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 19 (32/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 2 (Beshbalik) is hit for 20 (74/100HP)
Turn 134, 475 AD: Your Catapult 2 (Beshbalik) has withdrawn from combat with a Axeman!
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) (5.00) vs Genghis Khan's Swordsman (4.11)
Turn 134, 475 AD: Combat Odds: 93.0%
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (City Attack: -20%)
Turn 134, 475 AD: Your Catapult 9 (Beshbalik) has caused collateral damage! (2 Units)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (78/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (56/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 17 (32/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (34/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (12/100HP)
Turn 134, 475 AD: Austin Powers's Catapult 9 (Beshbalik) is hit for 22 (0/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman has defeated Austin Powers's Catapult 9 (Beshbalik)!
Turn 134, 475 AD: Your Catapult 9 (Beshbalik) has died trying to attack a Swordsman!
Turn 134, 475 AD: Austin Powers's Catapult 10 (Karakorum) (5.00) vs Genghis Khan's Axeman (3.25)
Turn 134, 475 AD: Combat Odds: 98.3%
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +5%)
Turn 134, 475 AD: (City Attack: -20%)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 20 (30/100HP)
Turn 134, 475 AD: Your Catapult 10 (Karakorum) has withdrawn from combat with a Axeman!
Turn 134, 475 AD: Austin Powers's Axeman 2 (New York) (5.50) vs Genghis Khan's Swordsman (2.59)
Turn 134, 475 AD: Combat Odds: 99.5%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +10%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (Combat: -50%)
Turn 134, 475 AD: (Combat: +25%)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 20 (12/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 20 (0/100HP)
Turn 134, 475 AD: Austin Powers's Axeman 2 (New York) has defeated Genghis Khan's Swordsman!
Turn 134, 475 AD: Chandragupta Maurya (Great General) has been born in Turfan (Austin Powers)!
Turn 134, 475 AD: Your Axeman 2 (New York) has destroyed a Swordsman!
Turn 134, 475 AD: Austin Powers's Axeman 1 (Old Sarai) (5.50) vs Genghis Khan's Spearman (2.40)
Turn 134, 475 AD: Combat Odds: 99.5%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (Combat: -50%)
Turn 134, 475 AD: Genghis Khan's Spearman is hit for 24 (26/100HP)
Turn 134, 475 AD: Genghis Khan's Spearman is hit for 24 (2/100HP)
Turn 134, 475 AD: Genghis Khan's Spearman is hit for 24 (0/100HP)
Turn 134, 475 AD: Austin Powers's Axeman 1 (Old Sarai) has defeated Genghis Khan's Spearman!
Turn 134, 475 AD: Your Axeman 1 (Old Sarai) has destroyed a Spearman!
Turn 134, 475 AD: Austin Powers's Axeman 3 (Old Sarai) (5.50) vs Genghis Khan's Axeman (2.12)
Turn 134, 475 AD: Combat Odds: 99.8%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +25%)
Turn 134, 475 AD: (Combat: -50%)
Turn 134, 475 AD: (Combat: +50%)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 20 (5/100HP)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 20 (0/100HP)
Turn 134, 475 AD: Austin Powers's Axeman 3 (Old Sarai) has defeated Genghis Khan's Axeman!
Turn 134, 475 AD: Your Axeman 3 (Old Sarai) has destroyed a Axeman!
Turn 134, 475 AD: Austin Powers's Axeman 5 (New York) (5.50) vs Genghis Khan's Axeman (1.87)
Turn 134, 475 AD: Combat Odds: 99.9%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +5%)
Turn 134, 475 AD: (Combat: -50%)
Turn 134, 475 AD: (Combat: +50%)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 21 (4/100HP)
Turn 134, 475 AD: Genghis Khan's Axeman is hit for 21 (0/100HP)
Turn 134, 475 AD: Austin Powers's Axeman 5 (New York) has defeated Genghis Khan's Axeman!
Turn 134, 475 AD: Your Axeman 5 (New York) has destroyed a Axeman!
Turn 134, 475 AD: Austin Powers's Spearman 5 (Beshbalik) (4.80) vs Genghis Khan's Swordsman (2.32)
Turn 134, 475 AD: Combat Odds: 98.4%
Turn 134, 475 AD: (Extra Combat: -20%)
Turn 134, 475 AD: (Extra Combat: +20%)
Turn 134, 475 AD: (Plot Defense: +25%)
Turn 134, 475 AD: (Fortify: +10%)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (7/100HP)
Turn 134, 475 AD: Austin Powers's Spearman 5 (Beshbalik) is hit for 21 (79/100HP)
Turn 134, 475 AD: Genghis Khan's Swordsman is hit for 18 (0/100HP)
Turn 134, 475 AD: Austin Powers's Spearman 5 (Beshbalik) has defeated Genghis Khan's Swordsman!
Turn 134, 475 AD: Your Spearman 5 (Beshbalik) has destroyed a Swordsman!
Turn 134, 475 AD: You have captured Ning-hsia!!!
Turn 134, 475 AD: You have discovered Drama!
Turn 134, 475 AD: You have discovered Machinery!
Turn 134, 475 AD: Mansa Musa has 60 gold available for trade.
Turn 134, 475 AD: Dr Evil has 70 gold available for trade.
Turn 134, 475 AD: You are the worst enemy of Genghis Khan, Dr Evil.
Turn 134, 475 AD: Goldmember is the worst enemy of Gandhi, Joao II, Mansa Musa.
Turn 134, 475 AD: Genghis Khan will trade Compass
Turn 134, 475 AD: Mansa Musa will trade Feudalism, Nationalism, Paper, Theology
Turn 134, 475 AD: Joao II will trade Cow, Iron
Turn 134, 475 AD: Mansa Musa will trade Cow
Turn 134, 475 AD: Will Trade Map: Mansa Musa
Turn 134, 475 AD: Will Sign Peace Treaty: Genghis Khan
Turn 134, 475 AD: New York will grow to size 7 on the next turn.
Turn 134, 475 AD: Old Sarai will grow to size 4 on the next turn.
Turn 134, 475 AD: Philadelphia will grow to size 4 on the next turn.
Turn 134, 475 AD: Francisco Pizarro (Great General) has been born in a far away land!

Turn 135, 500 AD: New York has grown to size 7.
Turn 135, 500 AD: Philadelphia has grown to size 4.
Turn 135, 500 AD: The borders of Turfan are about to expand.
Turn 135, 500 AD: Mansa Musa has 50 gold available for trade.
Turn 135, 500 AD: Dr Evil has 100 gold available for trade.
Turn 135, 500 AD: You are the worst enemy of Genghis Khan, Dr Evil.
Turn 135, 500 AD: Goldmember is the worst enemy of Gandhi, Joao II, Mansa Musa.
Turn 135, 500 AD: The borders of Turfan are about to expand.
Turn 135, 500 AD: Genghis Khan will trade Compass
Turn 135, 500 AD: Mansa Musa will trade Feudalism, Nationalism, Paper, Theology
Turn 135, 500 AD: Joao II will trade Cow, Iron
Turn 135, 500 AD: Mansa Musa will trade Cow
Turn 135, 500 AD: Will Trade Map: Mansa Musa
Turn 135, 500 AD: Will Sign Peace Treaty: Genghis Khan
Turn 135, 500 AD: Austin Powers's Horse Archer 13 (New York) (7.20) vs Genghis Khan's Axeman (8.50)
Turn 135, 500 AD: Combat Odds: 28.1%
Turn 135, 500 AD: (Extra Combat: -20%)
Turn 135, 500 AD: (Extra Combat: +20%)
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (Fortify: +25%)
Turn 135, 500 AD: (Combat: -25%)
Turn 135, 500 AD: Genghis Khan's Axeman is hit for 18 (82/100HP)
Turn 135, 500 AD: Genghis Khan's Axeman is hit for 18 (64/100HP)
Turn 135, 500 AD: Genghis Khan's Axeman is hit for 18 (46/100HP)
Turn 135, 500 AD: Genghis Khan's Axeman is hit for 18 (28/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 13 (New York) is hit for 21 (79/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 13 (New York) is hit for 21 (58/100HP)
Turn 135, 500 AD: Genghis Khan's Axeman is hit for 18 (10/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 13 (New York) is hit for 21 (37/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 13 (New York) is hit for 21 (16/100HP)
Turn 135, 500 AD: Genghis Khan's Axeman is hit for 18 (0/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 13 (New York) has defeated Genghis Khan's Axeman!
Turn 135, 500 AD: Your Horse Archer 13 (New York) has destroyed a Axeman!
Turn 135, 500 AD: Austin Powers's Horse Archer 6 (New York) (7.20) vs Genghis Khan's Swordsman (8.10)
Turn 135, 500 AD: Combat Odds: 30.8%
Turn 135, 500 AD: (Extra Combat: -20%)
Turn 135, 500 AD: (Extra Combat: +10%)
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (Combat: -25%)
Turn 135, 500 AD: Austin Powers's Horse Archer 6 (New York) is hit for 21 (79/100HP)
Turn 135, 500 AD: Genghis Khan's Swordsman is hit for 18 (82/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 6 (New York) is hit for 21 (58/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 6 (New York) is hit for 21 (37/100HP)
Turn 135, 500 AD: Genghis Khan's Swordsman is hit for 18 (64/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 6 (New York) is hit for 21 (16/100HP)
Turn 135, 500 AD: Genghis Khan's Swordsman is hit for 18 (46/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 6 (New York) is hit for 21 (0/100HP)
Turn 135, 500 AD: Genghis Khan's Swordsman has defeated Austin Powers's Horse Archer 6 (New York)!
Turn 135, 500 AD: Your Horse Archer 6 (New York) has died trying to attack a Swordsman!
Turn 135, 500 AD: Austin Powers's Horse Archer 8 (New York) (7.20) vs Genghis Khan's Archer (7.35)
Turn 135, 500 AD: Combat Odds: 36.5%
Turn 135, 500 AD: (Extra Combat: -20%)
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (Fortify: +25%)
Turn 135, 500 AD: (City Defense: +70%)
Turn 135, 500 AD: Genghis Khan's Archer is hit for 19 (81/100HP)
Turn 135, 500 AD: Genghis Khan's Archer is hit for 19 (62/100HP)
Turn 135, 500 AD: Genghis Khan's Archer is hit for 19 (43/100HP)
Turn 135, 500 AD: Genghis Khan's Archer is hit for 19 (24/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 8 (New York) is hit for 20 (80/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 8 (New York) is hit for 20 (60/100HP)
Turn 135, 500 AD: Genghis Khan's Archer is hit for 19 (5/100HP)
Turn 135, 500 AD: Genghis Khan's Archer is hit for 19 (0/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 8 (New York) has defeated Genghis Khan's Archer!
Turn 135, 500 AD: Your Horse Archer 8 (New York) has destroyed a Archer!
Turn 135, 500 AD: Austin Powers's Horse Archer 11 (New York) (6.60) vs Genghis Khan's Swordsman (3.72)
Turn 135, 500 AD: Combat Odds: 97.1%
Turn 135, 500 AD: (Extra Combat: -10%)
Turn 135, 500 AD: (Extra Combat: +10%)
Turn 135, 500 AD: (Plot Defense: +50%)
Turn 135, 500 AD: (Combat: -25%)
Turn 135, 500 AD: Genghis Khan's Swordsman is hit for 21 (25/100HP)
Turn 135, 500 AD: Genghis Khan's Swordsman is hit for 21 (4/100HP)
Turn 135, 500 AD: Genghis Khan's Swordsman is hit for 21 (0/100HP)
Turn 135, 500 AD: Austin Powers's Horse Archer 11 (New York) has defeated Genghis Khan's Swordsman!
Turn 135, 500 AD: Your Horse Archer 11 (New York) has destroyed a Swordsman!
Turn 135, 500 AD: You have captured a Worker
Turn 135, 500 AD: You have captured a Worker
Turn 135, 500 AD: You have captured a Worker
Turn 135, 500 AD: You have captured New Sarai!!!
Turn 135, 500 AD: You have destroyed the city of New Sarai!!!
 
We need to promote that HA that has 3/2 XP so that it can defend a possible keshik counter attack. Our other stacks can move towards Tabriz too. 1SW for the southern units, and 2SW for the northern ones.
 
I'm here now. Moving the healthy stack to Tabriz is the plan. The southern stack would be be enough, especially now we have 3 healthy HA after the recent battle, although I would like 1-2 HA escorting the settler to settle 1S of the Fe once Tab is razed so Joao can't get that spot with his roaming settler.
 
Escort is good. You can move the two wounded cats from the northern stack into the city with the medic if you want but I don't think we really need them healed at this point. I'd still move the healthy guys from the northern stack 2SW. They might have to kill his two keshiks.
 
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