SGOTM 18 - The Shawshank Redemption

Would you like me to upload the game? I've hired max number of spies, and run the slider at 100% espionage, but still finish Fascism in 1 turn. We could revolt to nationhood this turn, but then we have to calculate. I guess some of the research is from spy specialists.

I should probably build some more spies (We currently have 69). I could build spies in all cities around Lair till I don't finish Fascism in 1 turn. Would you like me to upload the game?
 
Yes, I'd say to go ahead and build maybe 6? more spies (depending on how many close-by cities can finish one in a single turn. It's overkill but again, if we can afford it while still meeting all of our other goals, we should go ahead and do it just to be safe. We only have one shot at getting Swingers Pad to legendary.
 
I think Kaku whipped some paratroopers


Real paused game

Spoiler :
Here is your Session Turn Log from 1120 AD to 1150 AD:

Turn 172, 1120 AD: Austin Powers's Catapult 22 (02 Pig) (5.00) vs Goldmember's Longbowman (12.69)
Turn 172, 1120 AD: Combat Odds: 1.1%
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +75%)
Turn 172, 1120 AD: (City Attack: -45%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Catapult 22 (02 Pig) is hit for 31 (69/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 22 (02 Pig) is hit for 31 (38/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 22 (02 Pig) is hit for 31 (7/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 12 (80/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 22 (02 Pig) is hit for 31 (0/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman has defeated Austin Powers's Catapult 22 (02 Pig)!
Turn 172, 1120 AD: Austin Powers's Catapult 21 (02 Pig) (5.00) vs Goldmember's Longbowman (12.00)
Turn 172, 1120 AD: Combat Odds: 1.4%
Turn 172, 1120 AD: (Extra Combat: +20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +25%)
Turn 172, 1120 AD: (City Attack: -45%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 13 (87/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 13 (74/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 21 (02 Pig) is hit for 30 (70/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 21 (02 Pig) is hit for 30 (40/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 21 (02 Pig) is hit for 30 (10/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 21 (02 Pig) is hit for 30 (0/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman has defeated Austin Powers's Catapult 21 (02 Pig)!
Turn 172, 1120 AD: Austin Powers's Catapult 26 (02 Pig) (5.00) vs Goldmember's Longbowman (9.60)
Turn 172, 1120 AD: Combat Odds: 6.8%
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +75%)
Turn 172, 1120 AD: (City Attack: -75%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Catapult 26 (02 Pig) is hit for 28 (72/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 13 (67/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 26 (02 Pig) is hit for 28 (44/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 26 (02 Pig) is hit for 28 (16/100HP)
Turn 172, 1120 AD: Austin Powers's Catapult 26 (02 Pig) is hit for 28 (0/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman has defeated Austin Powers's Catapult 26 (02 Pig)!
Turn 172, 1120 AD: Austin Powers's Trebuchet 2 (02 Pig) (4.00) vs Goldmember's Longbowman (4.02)
Turn 172, 1120 AD: Combat Odds: 71.3%
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +75%)
Turn 172, 1120 AD: (City Attack: -175%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Trebuchet 2 (02 Pig) is hit for 22 (78/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 17 (50/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 17 (33/100HP)
Turn 172, 1120 AD: Austin Powers's Trebuchet 2 (02 Pig) is hit for 22 (56/100HP)
Turn 172, 1120 AD: Austin Powers's Trebuchet 2 (02 Pig) is hit for 22 (34/100HP)
Turn 172, 1120 AD: Austin Powers's Trebuchet 2 (02 Pig) is hit for 22 (12/100HP)
Turn 172, 1120 AD: Austin Powers's Trebuchet 2 (02 Pig) is hit for 22 (0/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman has defeated Austin Powers's Trebuchet 2 (02 Pig)!
Turn 172, 1120 AD: Austin Powers's Trebuchet 3 (02 Pig) (4.00) vs Goldmember's Longbowman (3.78)
Turn 172, 1120 AD: Combat Odds: 74.3%
Turn 172, 1120 AD: (Extra Combat: +20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +25%)
Turn 172, 1120 AD: (City Attack: -175%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Trebuchet 3 (02 Pig) is hit for 20 (80/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 19 (63/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 19 (44/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 19 (25/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 5 (02 Pig) (8.00) vs Goldmember's Berserker (8.84)
Turn 172, 1120 AD: Combat Odds: 44.1%
Turn 172, 1120 AD: (Extra Combat: +30%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Attack: -75%)
Turn 172, 1120 AD: (Combat: -50%)
Turn 172, 1120 AD: (Combat: +50%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Maceman 5 (02 Pig) is hit for 21 (79/100HP)
Turn 172, 1120 AD: Goldmember's Berserker is hit for 18 (67/100HP)
Turn 172, 1120 AD: Goldmember's Berserker is hit for 18 (49/100HP)
Turn 172, 1120 AD: Goldmember's Berserker is hit for 18 (31/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 5 (02 Pig) is hit for 21 (58/100HP)
Turn 172, 1120 AD: Goldmember's Berserker is hit for 18 (13/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 5 (02 Pig) is hit for 21 (37/100HP)
Turn 172, 1120 AD: Goldmember's Berserker is hit for 18 (0/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 5 (02 Pig) has defeated Goldmember's Berserker!
Turn 172, 1120 AD: Austin Powers's War Elephant 3 (City 8 Ivory) (10.40) vs Goldmember's Georgy Zhukov (Berserker) (13.94)
Turn 172, 1120 AD: Combat Odds: 21.7%
Turn 172, 1120 AD: (Extra Combat: -30%)
Turn 172, 1120 AD: (Extra Combat: +30%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Goldmember's Georgy Zhukov (Berserker) is hit for 16 (69/100HP)
Turn 172, 1120 AD: Goldmember's Georgy Zhukov (Berserker) is hit for 16 (53/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 3 (City 8 Ivory) is hit for 24 (76/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 3 (City 8 Ivory) is hit for 24 (52/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 3 (City 8 Ivory) is hit for 24 (28/100HP)
Turn 172, 1120 AD: Goldmember's Georgy Zhukov (Berserker) is hit for 16 (37/100HP)
Turn 172, 1120 AD: Goldmember's Georgy Zhukov (Berserker) is hit for 16 (21/100HP)
Turn 172, 1120 AD: Goldmember's Georgy Zhukov (Berserker) is hit for 16 (5/100HP)
Turn 172, 1120 AD: Georgy Zhukov has died in combat!
Turn 172, 1120 AD: Goldmember's Georgy Zhukov (Berserker) is hit for 16 (0/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 3 (City 8 Ivory) has defeated Goldmember's Georgy Zhukov (Berserker)!
Turn 172, 1120 AD: Austin Powers's War Elephant 10 (City 2 Pig) (10.40) vs Goldmember's Longbowman (10.87)
Turn 172, 1120 AD: Combat Odds: 40.4%
Turn 172, 1120 AD: (Extra Combat: -30%)
Turn 172, 1120 AD: (Extra Combat: +20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +25%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's War Elephant 10 (City 2 Pig) is hit for 22 (78/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (56/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 10 (City 2 Pig) is hit for 22 (56/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (38/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 10 (City 2 Pig) is hit for 22 (34/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 10 (City 2 Pig) is hit for 22 (12/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 10 (City 2 Pig) is hit for 22 (0/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman has defeated Austin Powers's War Elephant 10 (City 2 Pig)!
Turn 172, 1120 AD: Austin Powers's Maceman 7 (02 Pig) (10.40) vs Goldmember's Longbowman (10.87)
Turn 172, 1120 AD: Combat Odds: 40.4%
Turn 172, 1120 AD: (Extra Combat: -30%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +45%)
Turn 172, 1120 AD: (Hills Defense: +25%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Maceman 7 (02 Pig) is hit for 22 (78/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (56/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (38/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (20/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (2/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 7 (02 Pig) is hit for 22 (56/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 7 (02 Pig) is hit for 22 (34/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 7 (02 Pig) is hit for 22 (12/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 7 (02 Pig) is hit for 22 (0/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman has defeated Austin Powers's Maceman 7 (02 Pig)!
Turn 172, 1120 AD: Austin Powers's War Elephant 4 (City 8 Ivory) (9.60) vs Goldmember's Longbowman (9.07)
Turn 172, 1120 AD: Combat Odds: 60.3%
Turn 172, 1120 AD: (Extra Combat: -20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +75%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's War Elephant 4 (City 8 Ivory) is hit for 23 (77/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 4 (City 8 Ivory) is hit for 23 (54/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 4 (City 8 Ivory) is hit for 23 (31/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 4 (City 8 Ivory) is hit for 23 (8/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 4 (City 8 Ivory) is hit for 23 (0/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman has defeated Austin Powers's War Elephant 4 (City 8 Ivory)!
Turn 172, 1120 AD: Austin Powers's War Elephant 9 (City 2 Pig) (9.60) vs Goldmember's Longbowman (9.07)
Turn 172, 1120 AD: Combat Odds: 60.3%
Turn 172, 1120 AD: (Extra Combat: -20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +75%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 17 (38/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 9 (City 2 Pig) is hit for 23 (77/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 17 (21/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 9 (City 2 Pig) is hit for 23 (54/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 17 (4/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 17 (0/100HP)
Turn 172, 1120 AD: Austin Powers's War Elephant 9 (City 2 Pig) has defeated Goldmember's Longbowman!
Turn 172, 1120 AD: Austin Powers's Horse Archer 10 (Cap) (8.40) vs Goldmember's Longbowman (8.82)
Turn 172, 1120 AD: Combat Odds: 61.0%
Turn 172, 1120 AD: (Extra Combat: -40%)
Turn 172, 1120 AD: (Extra Combat: +20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +25%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Horse Archer 10 (Cap) is hit for 23 (77/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 10 (Cap) is hit for 23 (54/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 16 (44/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 10 (Cap) is hit for 23 (31/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 16 (28/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 16 (12/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 10 (Cap) is hit for 23 (8/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 10 (Cap) is hit for 23 (0/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman has defeated Austin Powers's Horse Archer 10 (Cap)!
Turn 172, 1120 AD: Austin Powers's Maceman 3 (City 8 Ivory) (8.00) vs Goldmember's Longbowman (5.13)
Turn 172, 1120 AD: Combat Odds: 88.2%
Turn 172, 1120 AD: (Extra Combat: +20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +25%)
Turn 172, 1120 AD: (City Attack: -20%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Maceman 3 (City 8 Ivory) is hit for 21 (79/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (20/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (2/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 18 (0/100HP)
Turn 172, 1120 AD: Austin Powers's Maceman 3 (City 8 Ivory) has defeated Goldmember's Longbowman!
Turn 172, 1120 AD: Austin Powers's Horse Archer 11 (City 2 Pig) (7.80) vs Goldmember's Swordsman (7.38)
Turn 172, 1120 AD: Combat Odds: 66.7%
Turn 172, 1120 AD: (Extra Combat: -30%)
Turn 172, 1120 AD: (Extra Combat: +30%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Horse Archer 11 (City 2 Pig) is hit for 22 (78/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 11 (City 2 Pig) is hit for 22 (56/100HP)
Turn 172, 1120 AD: Goldmember's Swordsman is hit for 17 (43/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 11 (City 2 Pig) is hit for 22 (34/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 11 (City 2 Pig) is hit for 22 (12/100HP)
Turn 172, 1120 AD: Goldmember's Swordsman is hit for 17 (26/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 11 (City 2 Pig) is hit for 22 (0/100HP)
Turn 172, 1120 AD: Goldmember's Swordsman has defeated Austin Powers's Horse Archer 11 (City 2 Pig)!
Turn 172, 1120 AD: Austin Powers's Horse Archer 7 (Cap) (7.20) vs Goldmember's Longbowman (5.44)
Turn 172, 1120 AD: Combat Odds: 87.2%
Turn 172, 1120 AD: (Extra Combat: -20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +75%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Horse Archer 7 (Cap) is hit for 24 (76/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 7 (Cap) is hit for 24 (52/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 7 (Cap) is hit for 24 (28/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 7 (Cap) is hit for 24 (4/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 16 (17/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 16 (1/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 16 (0/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 7 (Cap) has defeated Goldmember's Longbowman!
Turn 172, 1120 AD: Austin Powers's Horse Archer 13 (Cap) (7.80) vs Goldmember's Trebuchet (5.00)
Turn 172, 1120 AD: Combat Odds: 91.2%
Turn 172, 1120 AD: (Extra Combat: -30%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Austin Powers's Horse Archer 13 (Cap) is hit for 16 (84/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 24 (76/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 24 (52/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 13 (Cap) is hit for 16 (68/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 24 (28/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 13 (Cap) is hit for 16 (52/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 24 (4/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 24 (0/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 13 (Cap) has defeated Goldmember's Trebuchet!
Turn 172, 1120 AD: Austin Powers's Horse Archer 18 (02 Pig) (7.20) vs Goldmember's Trebuchet (5.00)
Turn 172, 1120 AD: Combat Odds: 88.9%
Turn 172, 1120 AD: (Extra Combat: -20%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 23 (77/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 23 (54/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 23 (31/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 23 (8/100HP)
Turn 172, 1120 AD: Goldmember's Trebuchet is hit for 23 (0/100HP)
Turn 172, 1120 AD: Austin Powers's Horse Archer 18 (02 Pig) has defeated Goldmember's Trebuchet!
Turn 172, 1120 AD: Austin Powers's Crossbowman 3 (City 8 Ivory) (6.60) vs Goldmember's Longbowman (3.67)
Turn 172, 1120 AD: Combat Odds: 97.6%
Turn 172, 1120 AD: (Extra Combat: -10%)
Turn 172, 1120 AD: (Extra Combat: +20%)
Turn 172, 1120 AD: (Plot Defense: +25%)
Turn 172, 1120 AD: (Fortify: +25%)
Turn 172, 1120 AD: (City Defense: +25%)
Turn 172, 1120 AD: (Hills Defense: +25%)
Turn 172, 1120 AD: (River Attack: +25%)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 16 (9/100HP)
Turn 172, 1120 AD: Goldmember's Longbowman is hit for 16 (0/100HP)
Turn 172, 1120 AD: Austin Powers's Crossbowman 3 (City 8 Ivory) has defeated Goldmember's Longbowman!
Turn 172, 1120 AD: You have discovered Combustion!
Turn 172, 1120 AD: Austin Powers has completed The United Nations!
Turn 172, 1120 AD: Sargon (Great General) has been born in Timbuktu (Mansa Musa)!
Turn 172, 1120 AD: Golden Dome (Goldmember) has been captured by the Malinese Empire!!!
Turn 172, 1120 AD: Mansa Musa adopts Universal Suffrage!
Turn 172, 1120 AD: Mansa Musa adopts Emancipation!
Turn 172, 1120 AD: Mansa Musa adopts Free Religion!

Turn 173, 1130 AD: The enemy has been spotted near 18 Ulundi!
Turn 173, 1130 AD: 16 Turfan has grown to size 14.
Turn 173, 1130 AD: 17 Members Only has become unhappy.
Turn 173, 1130 AD: 28 Flood has grown to size 8.
Turn 173, 1130 AD: 36 Lahore has grown to size 5.
Turn 173, 1130 AD: Mansa Musa has 420 gold available for trade.
Turn 173, 1130 AD: You are the worst enemy of Genghis Khan, Joao II, Dr Evil.
Turn 173, 1130 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 173, 1130 AD: Your population: 330 (60.44%) exceeds the Domination Limit: 240 (44.00%)
Turn 173, 1130 AD: Mansa Musa will trade Rifling
Turn 173, 1130 AD: Dr Evil will trade Fission
Turn 173, 1130 AD: Will Trade Map: Dr Evil, Gandhi, Mansa Musa
Turn 173, 1130 AD: Will Sign Peace Treaty: Dr Evil
Turn 173, 1130 AD: You have discovered Rifling!
Turn 173, 1130 AD: Clearing a Forest has created 30 ℤ for 19 Coimbra.
Turn 173, 1130 AD: Shankara (Great Prophet) has been born in Bombay (Gandhi)!
Turn 173, 1130 AD: The United Nations voting members have announced their decision: U.N. Election (Secretary-General - Can Propose U.N. Resolutions) (Requires 218 of 546 Total Votes)

Turn 174, 1140 AD: The enemy has been spotted near 18 Ulundi!
Turn 174, 1140 AD: Your population: 330 (60.22%) exceeds the Domination Limit: 241 (44.00%)
Turn 174, 1140 AD: 26 Incense will grow to size 8 on the next turn.
Turn 174, 1140 AD: 34 Desert Mines will grow to size 5 on the next turn.
Turn 174, 1140 AD: Deal Canceled: Peace Treaty (10 Turns) to Mansa Musa for Peace Treaty (10 Turns)
Turn 174, 1140 AD: Deal Canceled: Peace Treaty (10 Turns) to Gandhi for Peace Treaty (10 Turns)
Turn 174, 1140 AD: You have discovered Flight!
Turn 174, 1140 AD: A Spy has been stumbled upon while operating near the Swingers city of 31 Lund!

Turn 175, 1150 AD: The enemy has been spotted near 35 PH Farms!
Turn 175, 1150 AD: The enemy has been spotted near 18 Ulundi!
Turn 175, 1150 AD: 26 Incense has grown to size 8.
Turn 175, 1150 AD: 34 Desert Mines has grown to size 5.
Turn 175, 1150 AD: Gandhi has 100 gold available for trade.
Turn 175, 1150 AD: Your population: 332 (60.36%) exceeds the Domination Limit: 242 (44.00%)
Turn 175, 1150 AD: Gandhi will trade Democracy
 
Things look great. :goodjob:

We need a Railroad spur going up to Sugar. We also need one at Cap-W on the marble (looks like 2 workers are right there ready to go). We also need a few right around Dye to make the trip for a paratrooper 10-tiles or less.

We have 68 spies. I'd build them in Swingers Pad, Culture, Dhoomville, Ulundi, and Ivory. That will give us 5 more. Of course, you may have to readjust the slider to get Fascism in one turn.

Can you do a flyover of the Lair before you upload after playing this turn so that we can assess the paratrooper situation?
 
I'm assuming that we won the Secretary General vote and that both Mansa voted for us and Gandhi voted for himself, right?

EDIT: I can see that we are the Secretary General on the F8 Resolutions tab.
 
We may as well trade Gandhi something for Democracy + all of his gold + him adopting Representation so that he can't revolt to Emancipation himself IBT.
 
Yes we won the election. Members only have 3 unhappy faces, it's OK that it shrinks. I will build those railways. We have more than enough workers so it shouldn't be a problem. I'll continue in 20 minutes. Is it okay that I play one more turn after fascism is in?
 
Is it okay that I play one more turn after fascism is in?

I'd wait. Let's assess the paratrooper plan first because if you advance the turn one more time, it will be too late to make adjustments.

I'm fine if you pause, upload, discuss, plan and then play another turn. But I definitely would like to look at the save before we whip a bunch of paratroopers on T176 or even change civics on that turn.
 
There's no reason to rush it right at this moment. We have 6 turns to play and a day and a half to get it done. Like I said, if we can quickly agree on what to do, I'm fine with you playing another turn or two.

I'm going to do a bit of spy/spread culture testing while you advance the game one turn.
 
We have fascism.
There are 18 units in Lair.
I started all the paratroopers. We have to dry whip them cause many of them will not be build in 1 turn.
We have 13408 EP on Joao and are making 2790 /turn at the moment. This will shrink when we leave the Golden age. All the railroads and the fort are ready.
I traded Democracy+ representation for steel and physics with Ghandi.


I won't play more turns.
Good luck. If you want you may finish it tonight. Let's finish it 1 day before the deadline for a change.

Real paused game

Game log
Spoiler :
Here is your Session Turn Log from 1150 AD to 1160 AD:

Turn 175, 1150 AD: The enemy has been spotted near 35 PH Farms!
Turn 175, 1150 AD: The enemy has been spotted near 18 Ulundi!
Turn 175, 1150 AD: 26 Incense has grown to size 8.
Turn 175, 1150 AD: 34 Desert Mines has grown to size 5.
Turn 175, 1150 AD: Gandhi has 100 gold available for trade.
Turn 175, 1150 AD: Your population: 332 (60.36%) exceeds the Domination Limit: 242 (44.00%)
Turn 175, 1150 AD: Gandhi will trade Democracy
Turn 175, 1150 AD: Gandhi has 100 gold available for trade.
Turn 175, 1150 AD: You are the worst enemy of Genghis Khan, Joao II, Dr Evil.
Turn 175, 1150 AD: Goldmember is the worst enemy of Gandhi, Mansa Musa.
Turn 175, 1150 AD: Your population: 332 (60.36%) exceeds the Domination Limit: 242 (44.00%)
Turn 175, 1150 AD: Gandhi will trade Democracy
Turn 175, 1150 AD: Dr Evil will trade Fission
Turn 175, 1150 AD: Will Trade Map: Dr Evil, Gandhi, Mansa Musa
Turn 175, 1150 AD: Will Sign Peace Treaty: Dr Evil
Turn 175, 1150 AD: Gandhi adopts Representation!
Turn 175, 1150 AD: You have discovered Democracy!
Turn 175, 1150 AD: 17 Members Only will shrink to size 16 on the next turn.
Turn 175, 1150 AD: 29 Siberia will grow to size 7 on the next turn.
Turn 175, 1150 AD: Subutai (Great General) has been born in 01 Cap (Austin Powers)!
Turn 175, 1150 AD: You have discovered Fascism!
Turn 175, 1150 AD: Gandhi has completed The Church of the Nativity!

Turn 176, 1160 AD: The enemy has been spotted near 35 PH Farms!
Turn 176, 1160 AD: 17 Members Only has shrunk to size 16.
Turn 176, 1160 AD: 17 Members Only will become healthy on the next turn.
Turn 176, 1160 AD: 17 Members Only will become happy on the next turn.
Turn 176, 1160 AD: 29 Siberia has grown to size 7.
Turn 176, 1160 AD: Your population: 332 (60.58%) exceeds the Domination Limit: 241 (44.00%)
 
Do you have any suggested stopping points for me in case something pops up and we need to reassess things?

My general plan would be:

- Follow the paratrooper buildup plan as I outlined earlier today.
- Any city not building troops will build Wealth so that we can keep our EP slider at 100%.
- Hire max spy specialists to keep EPs at their max.
- Revolt to Police State, Nationalism and Slavery this turn.
- Finish the palace in Culture in the next turn or two.
- Gift the Pad and Karakorum on T178 per the plan.
- Maybe build another spy or two near the Pad for good luck. ;)

Did I miss anything?

I am still checking out the spread culture stuff to make sure that I have it wired. I also need to revisit the EP situation to ensure that we'll have enough but it shouldn't be an issue.

Should I gift Gandhi MM to obsolete the AP? We don't need anything else from it and it could stop the war with Evil and lose us +1, so I'd rather be done with it. Can you think of a reason to keep it alive?
 
Everything looks great! :goodjob:

I can't build too many more spies because cities are building paratroopers. No biggie. We've got 73 in Swingers Pad already.

Evil now has knights. So instead of a lot of wimpy chariots and HAs, we'll face a few knights. We should still be more than fine.
 
Got it!

Just letting everyone know because I'm starting to remove some signs from the map to clear things up. I'm also messing around with citizens just a little so that I can get a final approximation on what the EP situation will be. We have 13,408 on Joao already and my plan called for ~12K, so we're ahead of the game and should be fine. We may even be fine without the -20% TR bonus but we should get it. If not, I still want to maximize EPs just in case.
 
Yes to every point in your list.

I will probably not be able to give you any feedback, so you may stop whenever you want to as long as you finish the game on time.

I'm already building wealth in all cities.
I've hired lot of spies, but there are probably some missing. You could build securtiy bureau in cities with lots of overflow, although it will probably not affect the end result much (8 ep per turn).
Feel free to build more spies, but The cities that can build them fast are building Paratroopers, so I don't know If you will be able to build more.

Good luck.
Feel free to gift AP, I don't think anything bad can happen.
 
OK. It looks like you set this up for an easy finish! Good job!! :goodjob:

Oh wait, Joao has 2 cities now. Are we sure he'll accept both the Pad and the UN? I can't recall if a civ stops accepting cities after 3 or 4... In any event, I'll gift the Pad first since that is the critical one. I'll build 2 settlers in Karakorum (1 turn each) and put them along the eastern RR such that I could settle each within 9 tiles of his existing city, gift him those and then gift him Karakorum. This is a safety net that we may or may not need.
 
End Game PPP

T176:

Slider at 100% EP.
Revolt to Police State, Nationhood and Slavery (stay in SP and FR)
Build one-turn Paratroopers per the plan below – dry whip where necessary.
Hire max spies (all cities) and build Wealth (non paratrooper cities) everywhere.
Build a settler in Karakorum
Gift Gandhi up to Mass Media so that he doesn’t stop the war with Evil.

T177:

Follow the paratrooper plan below.
Build another settler in Karakorum.
Queue up the palace in Culture to finish in 1 turn.

T178:

Follow the paratrooper plan below
Gift Swingers Pad to Joao.
Gift Karakorum (UN) to Joao (use bridge settlers if required).

T179:

Follow the paratrooper plan below.
Pick Diplo Victory and vote for Austin Powers.
Start to spread culture to the Pad. Bribe Mansa and Gandhi to close borders with Joao if we’re not getting the 20% discount for TRs.
Recapture Swingers Pad.

T180

Diplo victory.
Wait, let me play just one more turn.
Raze the Lair.
Recapture Karakorum if possible.
Done.

Paratroopers

A. The following cities can build a one-turn paratrooper and reach a fort on the FP tile in 1 turn assuming that there is a RR connection to it:

- Coimbra (11 pops)
- Cow (12 pops)
- Ivory (14 pops)
- Lisbon (10 pops)
- Dye (10 pops)

B. Here are the cities that can build a one-turn paratrooper and make it to either Coimbra or Banana Thief but not the fort in one turn:

- Sugar (10 pops)
- Pig (11 pops)
- Ironside (8 pops) – I left this off the previous list…

C. Here are the cities that can build a one-turn paratrooper and make it to Coimbra, Banana Thief or the fort in two turns and have enough pops/production to make a one turn paratrooper or cities that can build a 2-turn paratrooper and make it there in one turn:

- Cap (12 pops)
- Banana Thief (6 pops)
- Corn (16 pops)
- Sheep (13 pops)
- Beshbalik (12 pops)
- Ulundi (14 pops)
- Swingers Pad (13 pops)
- Dhoomville (10 pops)

Here is a timeline where P0 (T176 which is now 3 turns sooner than our estimate 7 turns ago) is the turn we can first build paratroopers:

P0 (T176):
- All cities (other than Banana Thief) produce a 1-turn paratrooper. Do it with raw hammers if you can and dry whip if you can’t.
- Banana Thief starts a paratrooper that will be whipped next turn.

P1 (T177):
- Units from category A and B (8 total paratroopers) move into either the fort (if possible), Coimbra (preferred if they can’t make it to the fort) or Banana Thief.
- Units from category C begin to move toward the fort or jump city (7 paratroopers) and Banana Thief whips it paratrooper now (1 paratrooper).
- Cities from category A and B finish another paratrooper if possible . Cities with 12+ pops can dry whip a second one if necessary. Cities that had to dry whip last turn with less than 12 pops will have to try to use the 28H OF plus production to finish another one. Should be doable since those cities will have hammers from P0 + OF from whipping + hammers from P1 with 135% bonus (8 paratroopers).

P2 (T178):
- First 8 paratroopers make the jump.
- Paratroopers from category C arrive at the jump point (8 paratroopers)
- Second batch of paratroopers from categories A and B arrive at the jump point (8 paratroopers).

P3 (T179):
- First 8 paratroopers from P2 secure area if required to open up a jump point for the next batch:
- 16 more paratroopers make the jump.

P4 (T180 - the turn the results are announced of our Diplo victory and the final turn of the game):
- We raze the lair with 24 paratroopers (assuming none died to counter-attack) vs. the 18 random units Evil had in the area last turn. Should be a blood bath!!
 
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