SGOTM 18 - Unusual Suspects

edit: argh, AUTOLOG has my turns from two days ago in the WOTM, but nothing for today! maybe it wasn't enabled, what is shortcut for BUFFY options?
I edited log above with blue color for noteworthy items, lost two units (felt like more)
Good work on Beshbalik:goodjob:

Cntrl-Alt-O should open the Buffy options screen. The Buffy autolog is located in a different spot as I recall than the prior autologs.
On my machine:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\BUFFY-3.19.003\Autolog

Not the $User/Games location in prior revs. So it may be there instead.

Will take a look and comment tonight.
 
thanks, found it:
Spoiler :

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 122/500 (175 AD) [18-Nov-2013 12:10:36]
Research begun: Nationalism (18 Turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 122/500 (175 AD) [18-Nov-2013 20:23:42]
Paradise Gate begins: Confucian Temple (7 turns)
Chariot 1 (Pig City) promoted: Flanking I
Chariot 1 (Pig City) promoted: Sentry
0% Research: 1 per turn
0% Culture: 26 per turn
0% Espionage: 12 per turn
100% Gold: 62 per turn, 735 in the bank

After End Turn:
The whip was applied in Ironside
Washington finishes: Pikeman
A Town was built near Washington
Ironside finishes: Longbowman

Other Player Actions:
Joao II (Portugal) and Dr Evil (Evil) have signed a peace treaty
Attitude Change: Joao II (Portugal) towards Mansa Musa (Mali), from 'Friendly' to 'Pleased'
Attitude Change: Joao II (Portugal) towards Dr Evil (Evil), from 'Annoyed' to 'Cautious'
Attitude Change: Dr Evil (Evil) towards Joao II (Portugal), from 'Furious' to 'Annoyed'
Civics Change: Dr Evil(Evil) from 'Paganism' to 'Organized Religion'

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 122/500 (175 AD) [18-Nov-2013 20:40:04]

Turn 123/500 (200 AD) [18-Nov-2013 20:30:04]
Paradise Gate begins: Christian Temple (7 turns)
Chariot 1 (Pig City) promoted: Flanking I
Chariot 1 (Pig City) promoted: Sentry
Joao II (Portugal) and Shaka (Zululand) have signed a peace treaty
0% Research: 1 per turn
0% Culture: 26 per turn
0% Espionage: 12 per turn
100% Gold: 66 per turn, 287 in the bank

After End Turn:
The whip was applied in New York
Washington finishes: Pikeman
A Town was built near Washington
New York finishes: Longbowman

Other Player Actions:
Attitude Change: Genghis Khan (Mongolia) towards SpyGOTM (America), from 'Annoyed' to 'Furious'
Attitude Change: Joao II (Portugal) towards Mansa Musa (Mali), from 'Cautious' to 'Annoyed'
Attitude Change: Joao II (Portugal) towards Shaka (Zululand), from 'Cautious' to 'Pleased'
Attitude Change: Shaka (Zululand) towards Joao II (Portugal), from 'Furious' to 'Annoyed'

Turn 123/500 (200 AD) [18-Nov-2013 20:45:37]
Research begun: Nationalism (1456 Turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 123/500 (200 AD) [18-Nov-2013 23:11:07]
Ironside begins: Barracks (50 turns)
Washington begins: Confucian Monastery (3 turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 123/500 (200 AD) [20-Nov-2013 14:13:46]
0% Research: 1 per turn
0% Culture: 26 per turn
0% Espionage: 12 per turn
100% Gold: 61 per turn, 797 in the bank

After End Turn:
Fish City grows to size 6

Other Player Actions:
Attitude Change: Joao II (Portugal) towards Mansa Musa (Mali), from 'Pleased' to 'Friendly'

Turn 124/500 (225 AD) [20-Nov-2013 14:13:50]
Austin Powers (Swinger) declares war on Genghis Khan (Mongolia)
While attacking in Swingers territory at Ironside, Maceman 2 (Washington) (8.00/8) defeats Mongolian Worker (Prob Victory: 0.0%)
A Mine was built near Paradise Gate
0% Research: 1 per turn
0% Culture: 26 per turn
0% Espionage: 12 per turn
100% Gold: 54 per turn, 858 in the bank

After End Turn:
Washington finishes: Confucian Monastery
Nathan Hale (Great Spy) born in Washington
Paradise Gate grows to size 5
Ironside grows to size 3

Other Player Actions:
Attitude Change: Gandhi (India) towards Joao II (Portugal), from 'Pleased' to 'Friendly'
Attitude Change: Genghis Khan (Mongolia) towards Austin Powers (Swinger), from 'Annoyed' to 'Furious'

Turn 125/500 (250 AD) [20-Nov-2013 14:27:17]
Maceman 2 (Washington) promoted: Combat I
Washington begins: Confucian Temple (3 turns)
Crossbowman 7 (Washington) promoted: Combat I
Maceman 2 (Washington) promoted: Combat II
While attacking in Mongolian territory near Tiflis, Maceman 2 (Washington) (0.80/8) defeats Evil Axeman (Prob Victory: 95.6%)
Longbowman 1 (Ironside) promoted: City Garrison I
0% Research: 1 per turn
0% Culture: 28 per turn
0% Espionage: 12 per turn
100% Gold: 55 per turn, 912 in the bank

After End Turn:
Fish City grows to size 7
Pig City grows to size 4
Old Sarai grows to size 4

Other Player Actions:
Belisarius (Great General) born in Fish City
While defending in Swingers territory at Ironside, Longbowman 1 (Ironside) (4.20/6) defeats Evil Swordsman (Prob Victory: 98.0%)
Attitude Change: Gandhi (India) towards Joao II (Portugal), from 'Friendly' to 'Pleased'

Turn 126/500 (275 AD) [20-Nov-2013 14:37:52]
Catapult 6 (Washington) promoted: City Raider I
Catapult 6 (Washington) promoted: Accuracy
Maceman 3 (Paradise Gate) promoted: City Raider I
Maceman 3 (Paradise Gate) promoted: City Raider II
Trebuchet 2 (Washington) promoted: City Raider I
Trebuchet 2 (Washington) promoted: Accuracy
Trebuchet 3 (Pig City) promoted: City Raider I
Trebuchet 3 (Pig City) promoted: Accuracy
Trebuchet 4 (Paradise Gate) promoted: City Raider I
Trebuchet 4 (Paradise Gate) promoted: Accuracy
Crossbowman 1 (Paradise Gate) promoted: Shock
While attacking in Mongolian territory at Beshbalik, Crossbowman 4 (Ironside) (4.92/6) defeats Mongolian Axeman (Prob Victory: 78.3%)
While attacking in Mongolian territory at Beshbalik, Maceman 3 (Paradise Gate) loses to Mongolian Axeman (0.80/5) (Prob Victory: 70.3%)
Maceman 1 (Pig City) promoted: City Raider I
Maceman 1 (Pig City) promoted: City Raider II
Trebuchet 1 (Fish City) promoted: City Raider I
While attacking, Trebuchet 1 (Fish City) escapes from Mongolian Axeman (Prob Victory: 85.2%)
Catapult 5 (Fish City) promoted: City Raider I
While attacking in Mongolian territory at Beshbalik, Catapult 5 (Fish City) loses to Mongolian Catapult (1.85/5) (Prob Victory: 82.8%)
While attacking in Mongolian territory at Beshbalik, Maceman 1 (Pig City) (8.00/8) defeats Mongolian Axeman (Prob Victory: 100.0%)
While attacking in Mongolian territory at Beshbalik, Vercingetorix (8.00/8) defeats Mongolian Catapult (Prob Victory: 100.0%)
While attacking in Mongolian territory at Beshbalik, Crossbowman 1 (Paradise Gate) (6.00/6) defeats Mongolian Axeman (Prob Victory: 100.0%)
Judaism has spread: Beshbalik
Captured Beshbalik (Genghis Khan)
Beshbalik begins: Granary (61 turns)

 
Here is a partially updated test game.
It's not completely accurate in any way. Units engaged with Mongols moved slightly differently and hasn't been updated.
I worked in the southwest and Dr Evils Lair at updating the terrain. Fairly incomplete.

Anyone have suggestions for how to do this efficiently? I was alt-tabbing between the worldbuilder testsave and screen shots that I took of the realgame.

I will continue on it if I have time tomorrow.
 

Attachments

Draft PPP T126-134

Objectives:
- Conquer Karakorum
- what else? I suggest we clean-up Genghis's lands while prepping to take Members Only.

Research:
- Nationalism at 0, then either Education or Nationalism (which ever Mansa isn’t researching) or Printing Press?
- Espionage on Mansa I think the new GSpy is enough. Put them on Shaka or Goldmember

Diplo:
- be nice to Mansa Beg for 100 gold.
- accept begs from Joao
- more here?

City builds:
Washington: temple, Confu Missionary [switch citizens to cottages when temple built]
Fish City: library, settler
Pig City:, temple (whip now), treb??
Paradise Gate: temple, HE [note, considered whipping temple and decided we wanted the pop to work the hills when HE is built]No whip, but make sure to work riverside gmine over non-riverside gmines.
Ironside: Barracks (whip), treb?
Old Sarai: granary (chopped), library build worker one turn, then 2-pop whip
Beshbalik: Granary


Units:
Worker (Genghis (in Ironside): mines for Ironside
Worker (Khan (in Beshbalik)): cottages for Old Sarai
Worker Bee: road to connect Ironside north to central Mongolian cities Already done... send to Old Sarai for chopping or cottaging.
Worker 4: plantation

Worker 3: cottages west of Washington then cottages in floodplain for future city ??
Worker 2: cottages west of Washington then road to stone ??
Where are we putting filler cities? 3W of Fish City and 3W of stone? Start preparing for these cities? I like 3W of Fish City, coastal; and 2W of Stone. That wheat on the other side of the mountains is a pipe dream. We may have it a few turns until city spammer Joao takes it!

Triremes: stay on fish

Army: march north to Karakorum
Reserves: what should I do with xBows 7 & 8 and Ironside Garrison?
Send one to fur by hidden city. Send the other to Beshbalik to join stack Head to Karakorum or due north to see what GK has there? (note railroad tile)

Tao Missionary: spread Taoism in Washington for future monastery? now or when ready to build it? or save for something else?

  • Maybe save to be an advanced scout for Confucian missionary for Gandhi.
Spy in TH: wait for something to steal (steal horseback riding?) No HB stealing. We can trade for that.
Spy near TH: wait in our borders until needed (should it do something else?) Wait
Great Spy: infiltrate Trojan Horse – now or when needed? I say wait. If he infiltrates, this will push Mansa to try to "catch up" on EP. (Please correct me if I am wrong Pollina.
Great General - become military instructor in Paradise Gate (?) Yes


Pause conditions:
- Mansa makes peace with Dr. Evil
- Joao or Mansa opens borders with Dr. Evil
- New tempting tech, gold and map trades available
- Approaching Dr. Evil stack
- GK and Mansa open borders
- GK declares on Mansa
- Gandhi city captured by Goldmember
- another Joao city captured by Goldmember
- Anything else not previously discussed

Check Every Turn
Diplomatic situation
Trades available
(or let BUFFY tell me?)

More Questions:
What should I test in the test game?
I will update the test game now.
What else?Don't let RNG push us around!

See above
 
A couple of comments.

Yes - Continue on to Karakorum.

Upgrading the Trebs and Cats to CR2 might be better that Accuracy. Attacking with CR2 Trebs should be pretty effective. May loose 1-2 but should always have at least one in the queue for replacements.

Would prefer to use Ironside, OS and Beshbalik as whip stations for units. No need for libraries or much tile improvement. They are close to the front and we will need some more Trebs. Granary, Barracks, whip.

I would hold off on the Great Spy infiltration until we know we need the EP. No downside and who knows what/when Mansa will research something we need.

Looks like another AP vote in 5 turns. Are we going to try to infect Gandhi?

I like the beg gold, but would try less perhaps 70. I just have never had a lot of success at 3-digit begs. But will defer to others with more experience.

Looks like we may loose Joao research visibility in a couple of turns. May want to redirect EP there to make sure we see where he goes next.

Do we want to be running a Spy Spec in Wash or switch to a cottage now?

I would have the workers chop to get infrastructure up sooner. And get the spices on line.

Is now the right time for a filler city?

For the GG another alternative is a CR3 Mace. That would be nice to have on the front. Military Instructor is also good.
 
Nice going, and bad luck on the units lost.

I agree with shulecs comments above, though I would like to see us starting Galleys in FC.
edit: I agree with SH in that we don't need/want the filler cities yet, Members Only is much yummier.

I would also add to the PPP:
- accept any beg/demand from Gandhi, Joao, Mansa.
- trade these 3 any resources we can spare

We need to start firming up the diplo.
 
I agree with most of shulec’s comments on the PPP.
I’m not sure, whether infiltrating Mansa again will induce him to further raise his EP slider. In any case, we should infiltrate Mansa before we run our next spy mission, as the mission will get cheaper and more likely to be successful.

If we want to go for Members Only next, we should definitely put our EP on Goldmember. A support city revolt mission (~<200 EP) would be extremely helpful, as he will likely build a castle there before we get to attack him. To prepare our attack, we should build some backup spies and galleys.

Agree with Neil. We should accept all begs/demands from Mansa, Gandhi, Joao.

Now that Joao and Dr. Evil made peace, we need to start planning for the next Holy War vote. When should we go for it? After Gandhi has a Confu city? Whom should we switch into Confu? GK with a gifted desert railway city that has Confu? It might not be a good idea to switch Mansa out of FR.
 
PPP T126-134

Objectives:- This turn set: Conquer Karakorum
- also Prepare for a) taking and developing most of Genghis cities and b) capturing Members Only.

Research:- Nationalism at 0, then either Education or Nationalism (which ever Mansa isn’t researching) or Printing Press?
- Espionage on Goldmember, but keep visibility of Joao

Diplo:
- Beg Mansa for 70 gold.
- accept any beg/demand from Gandhi, Joao, Mansa.
- trade these 3 any resources we can spare



City builds [and micro]:
Washington: temple, Confu Missionary (for Gandhi - which city?) [switch citizens to cottages when temple built, work tiles before specialists]
Fish City: library, galleys
Pig City:, temple (whip now), treb
Paradise Gate: temple, HE (No whip), [work riverside gmine over non-riverside gmines].
use Ironside, OS and Beshbalik as whip stations for units. No need for libraries or much tile improvement. They are close to the front and we will need some more Trebs. Granary, Barracks, whip.
Ironside: Barracks (whip), treb
Old Sarai: granary (chopped), Barracks, whip units
Beshbalik: Granary, Barracks, whip units


Units:
Worker (Genghis (in Ironside): mines for Ironside
Worker (Khan (in Beshbalik)): chop Old Sarai and Beshbalik
Worker Bee: send to Old Sarai for chopping
Worker 4: spice plantation

Worker 3: cottages west of Washington then go north to help with infrastructure chopping
Worker 2: cottages west of Washington then stay south to improve tiles in our starting area (e.g.road to stone)
Delay filler cities until after MembersOnly; put them 3W of Fish City and 2W of stone

Triremes: stay on fish

Army: march north to Karakorum
Reserves: Send one xBow to fur by hidden city. Send the other to Beshbalik to join stack
Promotions: upgrade Trebs and Cats to CR2

Tao Missionary: save to be an advanced scout for Confucian missionary for Gandhi.
Spy in TH: wait for something big (e.g. Educ or Natl)to steal
Spy near TH: wait in our borders until needed
Great Spy: infiltrate Trojan Horse before we run next spy mission
Great General - become military instructor in Paradise Gate


Pause conditions:
- Joao or Mansa opens borders with Dr. Evil
- New tempting tech, gold and map trades available
- Approaching Dr. Evil (or Goldmember) stack
- GK and Mansa open borders
- Anything else not previously discussed

Check Every Turn
Diplomatic situation
Trades available
 
Looks good to me :) Green
 
Oh Snap! (is that the expression?)
Played a couple turns, army heading north; near end of AD 375 - and I notice the army in the screen shot. :eek: (no warning about enemy troops...)
I have another obligation now; will get back to game later tonight. May need to whip in PG before building HE. Oh well, I will upload to get other inputs; it might be dire. :eek:

here are the logs
Spoiler :
Here is your Session Turn Log from 275 AD to 375 AD:

Turn 126, 275 AD: Austin Powers's Crossbowman 4 (Ironside) (7.20) vs Genghis Khan's Axeman (6.00)
Turn 126, 275 AD: Combat Odds: 78.3%
Turn 126, 275 AD: (Extra Combat: -20%)
Turn 126, 275 AD: (Extra Combat: +20%)
Turn 126, 275 AD: (Plot Defense: +25%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (Combat: -50%)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (79/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (58/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (37/100HP)
Turn 126, 275 AD: Austin Powers's Crossbowman 4 (Ironside) is hit for 18 (82/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (16/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (0/100HP)
Turn 126, 275 AD: Austin Powers's Crossbowman 4 (Ironside) has defeated Genghis Khan's Axeman!
Turn 126, 275 AD: Austin Powers's Maceman 3 (Paradise Gate) (8.00) vs Genghis Khan's Axeman (7.00)
Turn 126, 275 AD: Combat Odds: 70.3%
Turn 126, 275 AD: (Extra Combat: +10%)
Turn 126, 275 AD: (Plot Defense: +25%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (City Attack: -45%)
Turn 126, 275 AD: (Combat: -50%)
Turn 126, 275 AD: (Combat: +75%)
Turn 126, 275 AD: Austin Powers's Maceman 3 (Paradise Gate) is hit for 18 (82/100HP)
Turn 126, 275 AD: Austin Powers's Maceman 3 (Paradise Gate) is hit for 18 (64/100HP)
Turn 126, 275 AD: Austin Powers's Maceman 3 (Paradise Gate) is hit for 18 (46/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (79/100HP)
Turn 126, 275 AD: Austin Powers's Maceman 3 (Paradise Gate) is hit for 18 (28/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (58/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (37/100HP)
Turn 126, 275 AD: Austin Powers's Maceman 3 (Paradise Gate) is hit for 18 (10/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 21 (16/100HP)
Turn 126, 275 AD: Austin Powers's Maceman 3 (Paradise Gate) is hit for 18 (0/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman has defeated Austin Powers's Maceman 3 (Paradise Gate)!
Turn 126, 275 AD: Austin Powers's Trebuchet 1 (Fish City) (4.00) vs Genghis Khan's Axeman (3.12)
Turn 126, 275 AD: Combat Odds: 85.2%
Turn 126, 275 AD: (Extra Combat: +10%)
Turn 126, 275 AD: (Plot Defense: +25%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (City Attack: -120%)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 22 (78/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 22 (56/100HP)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 22 (34/100HP)
Turn 126, 275 AD: Austin Powers's Trebuchet 1 (Fish City) is hit for 17 (83/100HP)
Turn 126, 275 AD: Austin Powers's Trebuchet 1 (Fish City) is hit for 17 (66/100HP)
Turn 126, 275 AD: Austin Powers's Catapult 5 (Fish City) (5.00) vs Genghis Khan's Catapult (4.16)
Turn 126, 275 AD: Combat Odds: 82.8%
Turn 126, 275 AD: (City Attack: -20%)
Turn 126, 275 AD: Austin Powers's Catapult 5 (Fish City) is hit for 18 (82/100HP)
Turn 126, 275 AD: Austin Powers's Catapult 5 (Fish City) is hit for 18 (64/100HP)
Turn 126, 275 AD: Genghis Khan's Catapult is hit for 21 (79/100HP)
Turn 126, 275 AD: Austin Powers's Catapult 5 (Fish City) is hit for 18 (46/100HP)
Turn 126, 275 AD: Genghis Khan's Catapult is hit for 21 (58/100HP)
Turn 126, 275 AD: Genghis Khan's Catapult is hit for 21 (37/100HP)
Turn 126, 275 AD: Austin Powers's Catapult 5 (Fish City) is hit for 18 (28/100HP)
Turn 126, 275 AD: Austin Powers's Catapult 5 (Fish City) is hit for 18 (10/100HP)
Turn 126, 275 AD: Austin Powers's Catapult 5 (Fish City) is hit for 18 (0/100HP)
Turn 126, 275 AD: Genghis Khan's Catapult has defeated Austin Powers's Catapult 5 (Fish City)!
Turn 126, 275 AD: Austin Powers's Maceman 1 (Pig City) (8.00) vs Genghis Khan's Axeman (1.75)
Turn 126, 275 AD: Combat Odds: 100.0%
Turn 126, 275 AD: (Extra Combat: +10%)
Turn 126, 275 AD: (Plot Defense: +25%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (City Attack: -45%)
Turn 126, 275 AD: (Combat: -50%)
Turn 126, 275 AD: (Combat: +75%)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 26 (0/100HP)
Turn 126, 275 AD: Austin Powers's Maceman 1 (Pig City) has defeated Genghis Khan's Axeman!
Turn 126, 275 AD: Austin Powers's Vercingetorix (Maceman) (8.00) vs Genghis Khan's Catapult (1.05)
Turn 126, 275 AD: Combat Odds: 100.0%
Turn 126, 275 AD: (City Attack: -75%)
Turn 126, 275 AD: Genghis Khan's Catapult is hit for 37 (0/100HP)
Turn 126, 275 AD: Austin Powers's Vercingetorix (Maceman) has defeated Genghis Khan's Catapult!
Turn 126, 275 AD: Austin Powers's Crossbowman 1 (Paradise Gate) (6.60) vs Genghis Khan's Axeman (0.69)
Turn 126, 275 AD: Combat Odds: 100.0%
Turn 126, 275 AD: (Extra Combat: -10%)
Turn 126, 275 AD: (Extra Combat: +10%)
Turn 126, 275 AD: (Plot Defense: +25%)
Turn 126, 275 AD: (Fortify: +25%)
Turn 126, 275 AD: (Combat: -75%)
Turn 126, 275 AD: Genghis Khan's Axeman is hit for 31 (0/100HP)
Turn 126, 275 AD: Austin Powers's Crossbowman 1 (Paradise Gate) has defeated Genghis Khan's Axeman!
Turn 126, 275 AD: You have captured Beshbalik!!!
Turn 126, 275 AD: Al-Khwarizmi (Great Scientist) has been born in Member's Only (Goldmember)!

Turn 127, 300 AD: Austin Powers's Crossbowman 8 (Pig City) (7.20) vs Genghis Khan's Catapult (5.00)
Turn 127, 300 AD: Combat Odds: 91.9%
Turn 127, 300 AD: (Extra Combat: -20%)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 23 (77/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 8 (Pig City) is hit for 16 (84/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 23 (54/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 8 (Pig City) is hit for 16 (68/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 23 (31/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 23 (8/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 8 (Pig City) is hit for 16 (52/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 8 (Pig City) is hit for 16 (36/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 23 (0/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 8 (Pig City) has defeated Genghis Khan's Catapult!
Turn 127, 300 AD: Austin Powers's Crossbowman 1 (Paradise Gate) (6.60) vs Genghis Khan's Catapult (5.00)
Turn 127, 300 AD: Combat Odds: 82.5%
Turn 127, 300 AD: (Extra Combat: -10%)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 22 (78/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 22 (56/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 1 (Paradise Gate) is hit for 17 (83/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 1 (Paradise Gate) is hit for 17 (66/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 1 (Paradise Gate) is hit for 17 (49/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 22 (34/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 1 (Paradise Gate) is hit for 17 (32/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 1 (Paradise Gate) is hit for 17 (15/100HP)
Turn 127, 300 AD: Austin Powers's Crossbowman 1 (Paradise Gate) is hit for 17 (0/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult has defeated Austin Powers's Crossbowman 1 (Paradise Gate)!
Turn 127, 300 AD: Austin Powers's Pikeman 2 (Ironside) (6.00) vs Genghis Khan's Chariot (2.42)
Turn 127, 300 AD: Combat Odds: 99.9%
Turn 127, 300 AD: (Extra Combat: +10%)
Turn 127, 300 AD: (Combat: -100%)
Turn 127, 300 AD: (Combat: +25%)
Turn 127, 300 AD: Genghis Khan's Chariot is hit for 30 (70/100HP)
Turn 127, 300 AD: Genghis Khan's Chariot is hit for 30 (40/100HP)
Turn 127, 300 AD: Genghis Khan's Chariot is hit for 30 (10/100HP)
Turn 127, 300 AD: Austin Powers's Pikeman 2 (Ironside) is hit for 12 (88/100HP)
Turn 127, 300 AD: Austin Powers's Pikeman 2 (Ironside) is hit for 12 (76/100HP)
Turn 127, 300 AD: Austin Powers's Pikeman 2 (Ironside) is hit for 12 (64/100HP)
Turn 127, 300 AD: Genghis Khan's Chariot is hit for 30 (0/100HP)
Turn 127, 300 AD: Austin Powers's Pikeman 2 (Ironside) has defeated Genghis Khan's Chariot!
Turn 127, 300 AD: Austin Powers's Pikeman 1 (Paradise Gate) (6.60) vs Genghis Khan's Chariot (2.22)
Turn 127, 300 AD: Combat Odds: 100.0%
Turn 127, 300 AD: (Extra Combat: -10%)
Turn 127, 300 AD: (Extra Combat: +20%)
Turn 127, 300 AD: (Combat: -100%)
Turn 127, 300 AD: Genghis Khan's Chariot is hit for 33 (67/100HP)
Turn 127, 300 AD: Genghis Khan's Chariot is hit for 33 (34/100HP)
Turn 127, 300 AD: Austin Powers's Pikeman 1 (Paradise Gate) is hit for 12 (88/100HP)
Turn 127, 300 AD: Genghis Khan's Chariot is hit for 33 (1/100HP)
Turn 127, 300 AD: Genghis Khan's Chariot is hit for 33 (0/100HP)
Turn 127, 300 AD: Austin Powers's Pikeman 1 (Paradise Gate) has defeated Genghis Khan's Chariot!
Turn 127, 300 AD: Austin Powers's Spearman 5 (Paradise Gate) (4.00) vs Genghis Khan's Catapult (1.70)
Turn 127, 300 AD: Combat Odds: 99.6%
Turn 127, 300 AD: Austin Powers's Spearman 5 (Paradise Gate) is hit for 18 (82/100HP)
Turn 127, 300 AD: Austin Powers's Spearman 5 (Paradise Gate) is hit for 18 (64/100HP)
Turn 127, 300 AD: Austin Powers's Spearman 5 (Paradise Gate) is hit for 18 (46/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 21 (13/100HP)
Turn 127, 300 AD: Austin Powers's Spearman 5 (Paradise Gate) is hit for 18 (28/100HP)
Turn 127, 300 AD: Genghis Khan's Catapult is hit for 21 (0/100HP)
Turn 127, 300 AD: Austin Powers's Spearman 5 (Paradise Gate) has defeated Genghis Khan's Catapult!
Turn 127, 300 AD: Mahavira (Great Prophet) has been born in Karakorum (Genghis Khan)!

Turn 128, 325 AD: Fish City will become unhappy on the next turn.
Turn 128, 325 AD: Paradise Gate has grown to size 6.
Turn 128, 325 AD: Ironside has grown to size 4.
Turn 128, 325 AD: Ironside can hurry Barracks for 2&#8692; with 20&#8484; overflow and +1&#8676; for 29 turns.
Turn 128, 325 AD: Old Sarai can hurry Barracks for 1&#8692; with 15&#8484; overflow and +1&#8676; for 10 turns.
Turn 128, 325 AD: Joao II has 5 gold per turn available for trade.
Turn 128, 325 AD: Fish City will grow to size 8 on the next turn.
Turn 128, 325 AD: Pig City will grow to size 3 on the next turn.
Turn 128, 325 AD: You have constructed a Confucian Temple in Paradise Gate. Work has now begun on Heroic Epic.
Turn 128, 325 AD: Joao II has founded Faro in a distant land.
Turn 128, 325 AD: Galileo Galilei (Great Scientist) has been born in Ulundi (Dr Evil)!
Turn 128, 325 AD: Ivan the Terrible (Great General) has been born in Member's Only (Goldmember)!

Turn 129, 350 AD: Fish City has grown to size 8.
Turn 129, 350 AD: Beshbalik has become unhappy.
Turn 129, 350 AD: Mansa Musa has 210 gold available for trade.
Turn 129, 350 AD: Genghis Khan is willing to negotiate.
Turn 129, 350 AD: Genghis Khan will trade Horseback Riding
Turn 129, 350 AD: Will Trade Map: Genghis Khan
Turn 129, 350 AD: Will Sign Peace Treaty: Genghis Khan
Turn 129, 350 AD: Ironside will grow to size 3 on the next turn.

Turn 130, 375 AD: Fish City can hurry Galley for 1&#8692; with 24&#8484; overflow and +1&#8676; for 29 turns.
Turn 130, 375 AD: Washington can hurry Trebuchet for 2&#8692; with 42&#8484; overflow and +1&#8676; for 10 turns.
Turn 130, 375 AD: Old Sarai will become unhappy on the next turn.
Turn 130, 375 AD: Genghis Khan has 50 gold available for trade.
Turn 130, 375 AD: Clearing a Forest has created 30 &#8484; for Ironside.
Turn 130, 375 AD: Clearing a Forest has created 30 &#8484; for Old Sarai.
BUFFYLOG:
Spoiler :
After End Turn:
Whip anger has decreased in Ironside
Washington finishes: Confucian Temple
Paradise Gate grows to size 6
Ironside grows to size 4

Turn 128/500 (325 AD) [21-Nov-2013 17:30:08]
A Cottage was built near Washington
Washington begins: Confucian Missionary (2 turns)
Research begun: Education (2926 Turns)
100% Research: 155 per turn
0% Culture: 29 per turn
0% Espionage: 8 per turn
0% Gold: -71 per turn, 1227 in the bank

After End Turn:
The whip was applied in Pig City
Fish City grows to size 8
Fish City finishes: Library
Washington finishes: Confucian Missionary
Pig City grows to size 3
Pig City finishes: Confucian Temple
Paradise Gate finishes: Confucian Temple

Turn 129/500 (350 AD) [21-Nov-2013 17:39:10]
Fish City begins: Galley (4 turns)
Washington begins: Trebuchet (4 turns)
Pig City begins: Trebuchet (27 turns)
100% Research: 170 per turn
0% Culture: 33 per turn
0% Espionage: 8 per turn
0% Gold: -72 per turn, 1156 in the bank

After End Turn:
Whip anger has decreased in Fish City
The whip was applied in Ironside
Ironside grows to size 3
Ironside finishes: Barracks

Other Player Actions:
Attitude Change: Joao II (Portugal) towards Genghis Khan (Mongolia), from 'Cautious' to 'Pleased'

Turn 130/500 (375 AD) [21-Nov-2013 17:45:42]
Spearman 1 (Pig City) promoted: Combat II
Ironside begins: Trebuchet (80 turns)
Ironside begins: Crossbowman (60 turns)
Ironside begins: Trebuchet (80 turns)
 

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Oh yeah! We got us some action!

Side note: worker building a desert workshop is bad. Send him to cottage FPs for overlap city and then road toward stone.

Did we beg Mansa???

War options
Defense Plan 1.
1. Send 2 units, the spear and longbow from Ironside to PG, upgrade spear to pike.
2a. Send Pig City archer to PG. Upgrade PG's sentry archer and PC archer to longbows.
2b. Send warrior from Washington, upgrade to Pike.
3. Build wall one turn in PG, whip next turn, finish HE, build units. (GK will bombard or city down or die attacking.

Defense Plan 2
1, 2a and 2B as above.
3. Whip Pikes immediately or after HE.

Defense Plan 3
1, 2a and 2B as above.
3. Finish HE, whip pikes.

Diplo Plan 1
Make peace. :cry:

Diplo plan 2
Go all out to take Karakorum in 2 turns, then take cease fire.


Diplo Plan 3
Trade Philo to Mansa for 250g and theocracy. Use spy to convert Mansa to Confucianism. Vote for holy war on Genghis. Vote comes up in two turns, war in 3. (I am unsure if Holy War comes up if in a Holy War, but I assume so)


We really need at test game to see how we can best defend PG.

Defending PG should be easily possible, but will be expensive.

Without testing, the best option seems to be full scale attack of Karakorum in 2 (or 3) turns. Then cease fire
 
Good response. I will wait and hear other inputs. Comments on side issues.
Side note: worker building a desert workshop is bad. Send him to cottage FPs for overlap city and then road toward stone. agree, I was surprised by blue circle there - so, you can build watermills in the desert; it's unlikely we would work that tile (maybe at end of game when watermills are good. I will move him.

Did we beg Mansa??? Arghh :blush: sorry, no

...

We really need at test game to see how we can best defend PG. I can take a cut at updating it. I will do the GK and Swinger units now.

Defending PG should be easily possible, but will be expensive.

Without testing, the best option seems to be full scale attack of Karakorum in 2 (or 3) turns. Then cease fire I expect his 'phants/cat's to either suicide on us or move into Karakorum

edit: you really think he will stop and reduce the cultural defenses? 3 keshiks can attack next turn - all we can do is whip walls, promote archer to longbow and move archer to city.
 
Attitude Change: Joao II (Portugal) towards Genghis Khan (Mongolia), from 'Cautious' to 'Pleased'

:sad:

Re-declaring after a cease fire will very likely cause a diplo hit with Joao.

Agree with shulec's defense plans. The Ironside units won't make it to PG in time, as GK will likely block and pillage the road there next turn. We could move the longbow and spear 2 tiles and upgrade the spear, then hope for an unlikely suicide attack or take out/weaken a unit or two. Wall vs. pike in PG needs to be tested. Anything we can build in PC that could reach PG in time? I agree, fending GK off will be expensive. Fortunately, we have some money in the bank.
 
Here is an updated test save.
It's not perfect at all, but it is reasonably close. I need to get to sleep.
I didn't switch to Education in when I did in the real save (Mansa went nationalism).
I deleted and added units to make up for different losses and movement differences (e.g. test save didn't have road from Pig City to PG and a worker arrived later)

I didn't set any of the AI scripts - does our testing depend on these being accurate?
Also, units in the fog that could reinforce Karakorum (or southern attack force eek) can only be guessed at and make testing inaccurate.

I probably can't get back to the game until tomorrow night.
 

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I'm at work and won't have access to the game for the next ~10 hours. Will try to run some test when I'm back home.
 
After re-reading this post from the Kaku SGOTM15 thread I wonder, if we can use our Tao missionary to lure the stack (or at least some of its units) to the tile SW of its current location to win some time. Need to run some tests...
 
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