SGOTM 19 - Misfit Gypsy Nuts

I'm slightly in favour of burning Angora and resettling at the pigs. If we keep Angora the only way to get the pigs and wheat is by capturing the barb city, which may be filled with longbows. So that could be costly.
Settling at pigs would get us the pig tile much sooner. In fact sooner than Angora's clams which needs a border pop and needs getting out of revolt. So resettling might get the thing going quicker, actually. By settling pig, a 2nd border pop would capture/raze the barb city, so that would save resources. We do need some units for stray LBs though.
This makes sense I guess. Would still wait to see what is in the forest tiles and what building(s) if any come with the city.

If there were a Deer in one of those forests would we keep it?

If the city came with a Granary maybe?
 
This makes sense I guess. Would still wait to see what is in the forest tiles and what building(s) if any come with the city.

If there were a Deer in one of those forests would we keep it?

If the city came with a Granary maybe?

If Angora has an extra food source, I would keep it. Pretty much any 2 food source city is well worth having. We can always conquer the barb city, or figure something else out to get the pigs.

A granary...hmmm. Tough choice. I really don't like Angora's location -- too much overlap with Lalibela, clams needing a border pop, not having the pigs, etc. I think I would raze it, but would not object too loudly if we kept it.

If no other food and no infra, then I would definitely burn the city and refound by the pigs.
 
If no other food and no infra, then I would definitely burn the city and refound by the pigs.
I'm with this idea.
 
Just took a look at post count for the various team threads. Shawshank Redemption is somewhat ahead of us, maybe 1/3 more posts. Phoenix Rising is an incredible 4x our post count! :crazyeye: No idea what they are doing to generate that many posts. But we are pretty well ahead of the rest of the teams.

I think we are getting very good discussion and ideas. :) The team experience is working very well -- I am having fun and learning a lot. :D
 
Revamped the PPP with the input from everyone.
Took me more time than half a turnset....

Overall plans for the turnset: Improve economy, remove Asoka, remove Tokugawa.

Cities:
We will have stones in 5 turns, I think Angkor Wat for fail gold is ok at that time.
Structures before units, unless units finishes this turn.
I will build wealth when needed to keep strikes away. When not needed anymore, I'll build improvements, wonders for fail gold, libraries, or wealth for more research. Maybe also Forges, let's see what the discussion brings. And whip a Confusian(AP religion?) monestary, and spam missionaries(if we get it)
The Nut House: Switch to Market + whip -> Courthouse -> Finish War Elephant -> Weath. Keep two scientists.
Cold Ponies: Courthouse+ whip -> HE, for fail gold, AW for fail gold.
Sugar Suger: Courthouse + whip -> Finish WE -> Angkor Wat, for fail gold -> Weath -> Units?
Sheat: Switch to Market, whip when possible, sacrificing the scientists -> Courthouse -> Weath
Thessalonica: Courthouse + whip -> Monument -> WE. Take Const's ivory tile and focus on hammers
Constantinople: Market -> Courthouse -> Temple Fire 1 scientist when GS is born, grab corn back to grow, focus on food.
Clam Bake: Courthouse + whip -> Lighthouse -> Swordsman -> worker.
Nicaea: Courthouse + whip -> Finish Archer -> buildings. Reshuffle tiles, get elephants and Town from Thess. I will whip this, if maintenance gets to 10. This city wont really improve until chain irrigation.
Nicomedia: Monument -> Courthouse, whip when possible -> worker.
Aksum: unqueue the sword, Switch to Courthouse, whip when possible -> library -> monastery.
Lalibela: Courthouse + whip -> Monument -> Granary.
Addis Adaba: Courthouse + whip -> Library.

Workers:
Focus on Aksum and Constantinoble. Although I only see one more farm and a chop to do at Con, until CS for chain irrigation... Or what else should I build there?
Worker 5: Finish farm, join Worker 9.
Worker 9: Finish farm, workshops/ at Cold Ponies and The Nut House.
Worker 6: Finish farm, join Worker 3.
Worker 3: Finish farm, workshops at Cold Ponies and The Nut House.
Worker (by Con): Join Worker 4.
Worker 4: Finish farm, mines and workshops at Nicaea.
Worker 7: Finish farm, join Worker 2.
Worker 2: Finish chop, mine same tile, more mines.
Worker (by Nic): Finish farm, join worker 8.
Worker 8: Finish chop, mine the hill, more chops and cottages around Aksum.
Worker 1 + worker 10: Finish farms, chop and mine hill, chop and farm.

Units:
Will rebuild cities pr. Haphazards proposals.
If no other food and no infra, then I would definitely burn Angora and refound by the pigs.
Chrisian missionary to Constantinople.
Might get a bit short on Catapults, before I'm done...
This turn, declare on Asoka.
Take out the catapult at Trebizond, then grab the worker. Move on Trebizond next turn, with Swordsman, WE and Spearman reinforcements. Let settler follow along too.
Destroy archer at Lalibela, and move stack towards Angora. Unless there's something good in the forests, I will burn Angora. Keep moving on Iconuim, and burn it. Some reinforcements will be sent this way.
Rest moves towards Tokugawa, and finishes him off.
Burn Adulis, move Tokugawas last city to 1S of Sheep.
After this, prepare to take on the barbarians.
Spy, move north, to reveal the last tiles.
Scout, keep revealing the west.
I'll try to build another scout or spy for more exploration.

Research:
Keep on Civil Service -> Compas -> Paper -> Education.
Will bulp education, if I get that far...

Diplomacy:
Will play nice, accept any requests to declare on Toku, deny all other war requests.
Will not change religion, or civics.
Will not stop trading with anyone.
Will not give away techs.
Will give away resources.
Nice may be a strong word...
EP on HC

Trade:
Only trade Philosophy if we discover someone else is researching it, or someone researches it.
Try to trade for MC with shared war bonus, maybe trade aesth to Alex for his small change. It will gain us some diplo and might bump him to cautious. In a perfect world next turn we may be able to land a deal hbr+ lit for MC.

Stop conditions:
We win the game.
We get Democracy.
One of the other AI's declare on us (except Asoka and Toku)
Trade with Philosophy becomes an issue.
Ten turns have passed.

Break conditions:
Five turns have passed.
A GS, or whatever we get, is born.
 
Comments in dark green today.
Revamped the PPP with the input from everyone.
Took me more time than half a turnset....
:lol:

Overall plans for the turnset: Improve economy, remove Asoka, remove Tokugawa.
Yep

Cities:
We will have stones in 5 turns, I think Angkor Wat for fail gold is ok at that time.
If we have stone + the spare hammers, sure!

Structures before units, unless units finishes this turn.
:)

I will build wealth when needed to keep strikes away. When not needed anymore, I'll build improvements, wonders for fail gold, libraries, or wealth for more research. Maybe also Forges, let's see what the discussion brings. And whip a Confusian(AP religion?) monestary, and spam missionaries(if we get it)
The Nut House: Switch to Market + whip -> Courthouse -> Finish War Elephant -> Weath. Keep two scientists.
Don't think we need to whip here do we? Are we up against the happy cap and I missed that?

Cold Ponies: Courthouse+ whip -> HE, for fail gold, AW for fail gold.
I like this plan. If you add 2 pop worker whips from 7-5 with the overflow gowing to HE or AW I would like it even more. ;)

Sugar Suger: Courthouse + whip -> Finish WE -> Angkor Wat, for fail gold -> Weath -> Units?
Again, not sure we want to whip away pop in these core cities. Especially so if we intend to start a Golden Age soonish, in which case we will want as much pop as possible.

Sheat: Switch to Market, whip when possible, sacrificing the scientists -> Courthouse -> Weath
:)

Thessalonica: Courthouse + whip -> Monument -> WE. Take Const's ivory tile and focus on hammers
I like Constan keeping the Ivory short term. There is soooo much to build there. I really see this as a hybrid city. It already has some cottages. Library here for sure. We will need 6 Uni sites and this is a decent one. We can add some farms and mines around those and let this city grow up.

Constantinople: Market -> Courthouse -> Temple Fire 1 scientist when GS is born, grab corn back to grow, focus on food.
As nocho suggested, try to dump some MP units here for happy and grow this as big as we can asap while building/chopping(are there any forests left here) the structures.

Clam Bake: Courthouse + whip -> Lighthouse -> Swordsman -> worker.
:)

Nicaea: Courthouse + whip -> Finish Archer -> buildings. Reshuffle tiles, get elephants and Town from Thess. I will whip this, if maintenance gets to 10. This city wont really improve until chain irrigation.
I would chop both forests into the CH here, we should get it in 6-7 turns. :) Then no need to whip.

Nicomedia: Monument -> Courthouse, whip when possible -> worker.
:)

Aksum: unqueue the sword, Switch to Courthouse, whip when possible -> library -> monastery.
:)

Lalibela: Courthouse + whip -> Monument -> Granary.
I would whip the monument now. Speeds up border pop and allows access to food here sooner. I would prioritize this cities development #3 behind Aksum and Constantinople when assigning worker actions. Since it is still small, Granary chopped/whipped before CH might be more efficient.:dunno:

Addis Adaba: Courthouse + whip -> Library.
:)

Workers:
Focus on Aksum and Constantinoble. Although I only see one more farm and a chop to do at Con, until CS for chain irrigation... Or what else should I build there?
Worker 5: Finish farm, join Worker 9.
Worker 9: Finish farm, workshops/ at Cold Ponies and The Nut House.
Worker 6: Finish farm, join Worker 3.
Worker 3: Finish farm, workshops at Cold Ponies and The Nut House.
Worker (by Con): Join Worker 4.
Worker 4: Finish farm, mines and workshops at Nicaea.
Worker 7: Finish farm, join Worker 2.
Worker 2: Finish chop, mine same tile, more mines.
Worker (by Nic): Finish farm, join worker 8.
Worker 8: Finish chop, mine the hill, more chops and cottages around Aksum.
Worker 1 + worker 10: Finish farms, chop and mine hill, chop and farm.
There are 4 workers not listed and I trust you! :)

Units:
Will rebuild cities pr. Haphazards proposals.
If no other food and no infra, then I would definitely burn Angora and refound by the pigs.
Chrisian missionary to Constantinople.
Might get a bit short on Catapults, before I'm done...
This turn, declare on Asoka.
Take out the catapult at Trebizond, then grab the worker. Move on Trebizond next turn, with Swordsman, WE and Spearman reinforcements. Let settler follow along too.
Destroy archer at Lalibela, and move stack towards Angora. Unless there's something good in the forests, I will burn Angora. Keep moving on Iconuim, and burn it. Some reinforcements will be sent this way.
Rest moves towards Tokugawa, and finishes him off.
Burn Adulis, move Tokugawas last city to 1S of Sheep.
After this, prepare to take on the barbarians.
Spy, move north, to reveal the last tiles.
Scout, keep revealing the west.
I'll try to build another scout or spy for more exploration.
As far as attacking Asoka. You may want to wait just a turn or 2 to see if Alex asks us to join. You could use this time to position some troops at the 3rd city so they all fall roughly the same turn.


Research:
Keep on Civil Service -> Compas -> Paper -> Education.
Will bulp education, if I get that far...

Diplomacy:
Will play nice, accept any requests to declare on Toku, deny all other war requests.
Will not change religion, or civics.
Will not stop trading with anyone.
Will not give away techs.
Will give away resources.
Nice may be a strong word...
EP on HC
EP onto Capac for sure.

Trade:
Only trade Philosophy if we discover someone else is researching it, or someone researches it.
Try to trade for MC with shared war bonus, maybe trade aesth to Alex for his small change. It will gain us some diplo and might bump him to cautious. In a perfect world next turn we may be able to land a deal hbr+ lit for MC.
IF Alex would trade, Aesth + HBR should be enough to get MC. If we need to sell Aesth cheap to get him to trade, you may have to put a turn of research into MC to make a Lit + HBR trade possible. :dunno:

Stop conditions:
We win the game.
We get Democracy.
One of the other AI's declare on us (except Asoka and Toku)
Trade with Philosophy becomes an issue.
Ten turns have passed.

Break conditions:
Five turns have passed.
A GS, or whatever we get, is born.
Yes please. :D


EDIT: Dark Green does not show up well. :( But BOLDED dark green should be better!
 
For now I'd stick with full scientists in Const and keep all food tiles, hence do not whip under size 5 if at all. This would mean break in 4 turns when GS is born. I'd go CH first here too.

Lalibella IIRC could finish monument quickly for sooner border pop.

Generally looks quite allright! Hope to have a more detailed look later.
 
Looks like a good PPP McArine :)

My thoughts on razing/settling cities:

I really like haphazard's idea of settling the clam city on the southern coast. He made a good point that Constantinople won't be using its mines, and that is absolutely correct. IF Angora has more food in the fog, then I think keep it however.

As nocho noted, claiming the northern pigs can only be done by either capturing the barb city, or settling a new one. I agree, that the latter option will be quicker.

In the south, I like option A as well, the one that Ron has done the dotmap for.

(In case some players don't know how, you can add dotmaps using ALT+X. I think it's that... might be CTRL+X...)

My preferences in summary:
  • IF Angora has food in the fog, KEEP Angora.
  • Else RAZE Angora
  • RAZE Iconium
  • SETTLE on city ruins SE of pigs
  • RAZE Trebizond
  • SETTLE 1N of the deer
 
Well I usually use red so will stick with that one
Revamped the PPP with the input from everyone.
Took me more time than half a turnset....

Overall plans for the turnset: Improve economy, remove Asoka, remove Tokugawa. Happy with most of the city builds but think we need to build wealth in NH and SS now until we get some courthouses built. Also I wouldn't whip either of those cities. Its not worth the loss of pop as they are both big hammer cities and will take time to re-grow. What I would do is go through the cities and revamp the pop. Especially where they are working unimproved grass tiles etc. Note whilst we are in OR we don't need monasteries to spread religion.

Cities:
We will have stones in 5 turns, I think Angkor Wat for fail gold is ok at that time.
Structures before units, unless units finishes this turn.
I will build wealth when needed to keep strikes away. When not needed anymore, I'll build improvements, wonders for fail gold, libraries, or wealth for more research. Maybe also Forges, let's see what the discussion brings. And whip a Confusian(AP religion?) monestary, and spam missionaries(if we get it)
The Nut House: Switch to Market + whip -> Courthouse -> Finish War Elephant -> Weath. Keep two scientists.
Cold Ponies: Courthouse+ whip -> HE, for fail gold, AW for fail gold.
Sugar Suger: Courthouse + whip -> Finish WE -> Angkor Wat, for fail gold -> Weath -> Units?
Sheat: Switch to Market, whip when possible, sacrificing the scientists -> Courthouse -> Weath
Thessalonica: Courthouse + whip -> Monument -> WE. Take Const's ivory tile and focus on hammers
Constantinople: Market -> Courthouse -> Temple Fire 1 scientist when GS is born, grab corn back to grow, focus on food.
Clam Bake: Courthouse + whip -> Lighthouse -> Swordsman -> worker.
Nicaea: Courthouse + whip -> Finish Archer -> buildings. Reshuffle tiles, get elephants and Town from Thess. I will whip this, if maintenance gets to 10. This city wont really improve until chain irrigation.
Nicomedia: Monument -> Courthouse, whip when possible -> worker.
Aksum: unqueue the sword, Switch to Courthouse, whip when possible -> library -> monastery.
Lalibela: Courthouse + whip -> Monument -> Granary.
Addis Adaba: Courthouse + whip -> Library.

Workers:
Focus on Aksum and Constantinoble. Although I only see one more farm and a chop to do at Con, until CS for chain irrigation... Or what else should I build there?
Worker 5: Finish farm, join Worker 9.
Worker 9: Finish farm, workshops/ at Cold Ponies and The Nut House.
Worker 6: Finish farm, join Worker 3.
Worker 3: Finish farm, workshops at Cold Ponies and The Nut House.
Worker (by Con): Join Worker 4.
Worker 4: Finish farm, mines and workshops at Nicaea.
Worker 7: Finish farm, join Worker 2.
Worker 2: Finish chop, mine same tile, more mines.
Worker (by Nic): Finish farm, join worker 8.
Worker 8: Finish chop, mine the hill, more chops and cottages around Aksum.
Worker 1 + worker 10: Finish farms, chop and mine hill, chop and farm.

Units:
Will rebuild cities pr. Haphazards proposals.
If no other food and no infra, then I would definitely burn Angora and refound by the pigs.
Chrisian missionary to Constantinople.
Might get a bit short on Catapults, before I'm done...Wouldn't worry as mostly useless against LBs
This turn, declare on Asoka.
Take out the catapult at Trebizond, then grab the worker. Move on Trebizond next turn, with Swordsman, WE and Spearman reinforcements. Let settler follow along too.
Destroy archer at Lalibela, and move stack towards Angora. Unless there's something good in the forests, I will burn Angora. Keep moving on Iconuim, and burn it. Some reinforcements will be sent this way.
Rest moves towards Tokugawa, and finishes him off.
Burn Adulis, move Tokugawas last city to 1S of Sheep.
After this, prepare to take on the barbarians.
Spy, move north, to reveal the last tiles.
Scout, keep revealing the west.
I'll try to build another scout or spy for more exploration.

Research:
Keep on Civil Service -> Compas -> Paper -> Education.
Will bulp education, if I get that far...

Diplomacy:
Will play nice, accept any requests to declare on Toku, deny all other war requests.
Will not change religion, or civics.
Will not stop trading with anyone.
Will not give away techs.
Will give away resources.
Nice may be a strong word...
EP on HC

Trade:
Only trade Philosophy if we discover someone else is researching it, or someone researches it.
Try to trade for MC with shared war bonus, maybe trade aesth to Alex for his small change. It will gain us some diplo and might bump him to cautious. In a perfect world next turn we may be able to land a deal hbr+ lit for MC.

Stop conditions:
We win the game.
We get Democracy.
One of the other AI's declare on us (except Asoka and Toku)
Trade with Philosophy becomes an issue.
Ten turns have passed.

Break conditions:
Five turns have passed.
A GS, or whatever we get, is born.

Also keep an eye on resource trades. Especially if we can get trade routes with HC. Note to all I think we need to revamp these shortly as we are giving out some good deals. Of course the problem lies when you cancel a deal and you can't get the same money when you try again.. :lol:
 
I'm intrested in seeing how this situation evolves. By the time the clean up wars are over and the CH are built we should have a realy nice nation.
 
Looks like a solid plan, McArine!

I will agree with others' comments that we should not whip aggressively in NH and SS. Courthouses maybe, but not a huge whip like a market. We will need these cities' high hammer output for wealth building -- even once we build a round of courthouses our economy is likely to be barely at breakeven cash at 0%, if it is even that good.

Good luck! :D
 
Congrats to sleepless for taking the bronze in GOTM99! :goodjob:

And also to Ronnie1 for picking up a shield for his domination victory! :)

Nice work. :goodjob: I am going to have to find my vanilla Civ IV disc so I can participate in GOTM100. I know I have it around here someplace.... :(
 
Congrats to sleepless for taking the bronze in GOTM99! :goodjob:

And also to Ronnie1 for picking up a shield for his domination victory! :)

Nice work. :goodjob: I am going to have to find my vanilla Civ IV disc so I can participate in GOTM100. I know I have it around here someplace.... :(

Thanks... :) Shame your not close as you could have borrowed my discs.. I've already finished that one. :lol:

Edit. Good Luck McArine.
 
Just a thought as well. See if our shared military bonus when you declare on Asoka gets Alex to Open Borders. If it does hopefully will allow foreign trade routes with HC and Alex boosting us a bit. Allowing more options to trade resources as well.

Also I would re-arrange resource trades with KK if our ivory gold trade is up for renewal. Obviously we still want gold but might be able to pick up deer or something better.

@BSPollux just a small thing as I know your not used to BTS but when making resource/trade deals. Don't use the "would you accept this deal" line. Rather use the "what would make this deal work". That will give you an idea what the AI will give for the deal. As I mentioned KK would have given gold plus 1 gold per turn for ivory. From what I can tell were not getting the gold per turn. Not alot of difference but these little things all add up. I think i've got the wording for the deals right.. :)
 
Thanks... :) Shame your not close as you could have borrowed my discs.. I've already finished that one. :lol:

I've never figured out how some people play a game of Civ so quickly. :confused: A "quick" game for me tends to be 10 hours or so. :lol:

And I have my disc for vanilla Civ IV...somewhere...just not sure where. I moved a few months back and have not needed it until now, since I mostly play BtS. So I need to figure out which box it is in...too much stuff is still not unpacked. :(
 
I've never figured out how some people play a game of Civ so quickly. :confused: A "quick" game for me tends to be 10 hours or so. :lol:

(

I must admit the only game I spend any time on are the SGOTM's. Even XOTM's I tend to rush through. Think my reults might be better if I actually took some time. Then again perhaps not.. :lol:

Also feel the unpacking though I only moved a a mile or so recently still lots to unpack and sort out.. :)
 
Playing, got all the courthouses set up, moved the units, hit enter. And Napeleon begs for corn. As per the PPP I agree.
Turn 1:
HC completes the MoM, and he will trade Calendar. Nothing to trade with so no Calendar yet.
I start the war with Asoka.
Turn 2:
Angora is ours. It has a Lighthouse. There was nothing in the fog, I decide to raze.
Open borders with Alex.
Trebizonds defenses were at 4% when I got to it. Asoka gets a GG in Trebizond, about to die, he is. And we get a GG too :-) Trebizond is burned. Right on time, Alexander had a stack ready for attack on the other side.
Christianity is spread in Con.
I put a turn of research into calendar, to prepare a trade with Napoleon.
Turn 3:
Amsterdam is founded.
The first couple of whips are done.
Back to Civil Service
Turn 4:
GG is camping in SS atm.
I've captured 3 of Asokas workers so far.
I've got units ready to move towards Con and Toku, the rest will clean up Asoka next turn.
And we've got the GS, so on a break now.
 
Turnlog:
Spoiler :
Turn 109, 150 BC: Huayna Capac has completed Mausoleum of Maussollos!

Turn 110, 125 BC: You have declared war on Asoka!
Turn 110, 125 BC: Trumpster's Swordsman 3 (Sugar Sugar) (6.00) vs Asoka's Archer (3.00)
Turn 110, 125 BC: Combat Odds: 98.7%
Turn 110, 125 BC: Trumpster's Swordsman 3 (Sugar Sugar) is hit for 14 (86/100HP)
Turn 110, 125 BC: Asoka's Archer is hit for 28 (72/100HP)
Turn 110, 125 BC: Asoka's Archer is hit for 28 (44/100HP)
Turn 110, 125 BC: Trumpster's Swordsman 3 (Sugar Sugar) is hit for 14 (72/100HP)
Turn 110, 125 BC: Asoka's Archer is hit for 28 (16/100HP)
Turn 110, 125 BC: Asoka's Archer is hit for 28 (0/100HP)
Turn 110, 125 BC: Trumpster's Swordsman 3 (Sugar Sugar) has defeated Asoka's Archer!
Turn 110, 125 BC: Asoka's Catapult (5.00) vs Trumpster's Horse Archer 2 (The Nut House) (6.00)
Turn 110, 125 BC: Combat Odds: 39.0%
Turn 110, 125 BC: Trumpster's Horse Archer 2 (The Nut House) is hit for 18 (82/100HP)
Turn 110, 125 BC: Trumpster's Horse Archer 2 (The Nut House) is hit for 18 (64/100HP)
Turn 110, 125 BC: Asoka's Catapult is hit for 21 (79/100HP)
Turn 110, 125 BC: Asoka's Catapult is hit for 21 (58/100HP)
Turn 110, 125 BC: Trumpster's Horse Archer 2 (The Nut House) is hit for 18 (46/100HP)
Turn 110, 125 BC: Asoka's Catapult is hit for 21 (37/100HP)
Turn 110, 125 BC: Trumpster's Horse Archer 2 (The Nut House) is hit for 18 (28/100HP)
Turn 110, 125 BC: Asoka's Catapult is hit for 21 (16/100HP)
Turn 110, 125 BC: Asoka's Catapult is hit for 21 (0/100HP)
Turn 110, 125 BC: Trumpster's Horse Archer 2 (The Nut House) has defeated Asoka's Catapult!
Turn 110, 125 BC: Tokugawa adopts Caste System!

Turn 111, 100 BC: The enemy has been spotted near Thessalonica!
Turn 111, 100 BC: Sugar Sugar has grown to size 11.
Turn 111, 100 BC: Thessalonica can hurry Courthouse for 3⇴ with 13ℤ overflow and +1⇤ for 30 turns.
Turn 111, 100 BC: Constantinople will become unhappy on the next turn.
Turn 111, 100 BC: Constantinople can hurry Market for 3⇴ with 8ℤ overflow and +1⇤ for 18 turns.
Turn 111, 100 BC: Clam Bake has grown to size 6.
Turn 111, 100 BC: Clam Bake can hurry Courthouse for 3⇴ with 16ℤ overflow and +1⇤ for 23 turns.
Turn 111, 100 BC: Nicomedia can hurry Courthouse for 2⇴ with 12ℤ overflow and +1⇤ for 10 turns.
Turn 111, 100 BC: Aksum has grown to size 7.
Turn 111, 100 BC: Lalibela can hurry Granary for 1⇴ with 4ℤ overflow and +1⇤ for 24 turns.
Turn 111, 100 BC: Kublai Khan has 110 gold available for trade.
Turn 111, 100 BC: Huayna Capac has 150 gold available for trade.
Turn 111, 100 BC: Asoka is willing to negotiate.
Turn 111, 100 BC: The borders of Aksum are about to expand.
Turn 111, 100 BC: The borders of Lalibela are about to expand.
Turn 111, 100 BC: Kublai Khan will trade Calendar
Turn 111, 100 BC: Napoleon will trade Calendar
Turn 111, 100 BC: Napoleon will trade Dye
Turn 111, 100 BC: Will Sign Open Borders: Alexander
Turn 111, 100 BC: Will Sign Peace Treaty: Asoka
Turn 111, 100 BC: Your Catapult 6 (The Nut House) has reduced the defenses of Angora to 12%!
Turn 111, 100 BC: Your Catapult 12 (Sugar Sugar) has reduced the defenses of Angora to 4%!
Turn 111, 100 BC: Trumpster's Catapult 19 (Nicomedia) (5.00) vs Asoka's Archer (7.47)
Turn 111, 100 BC: Combat Odds: 21.3%
Turn 111, 100 BC: (Plot Defense: +29%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +70%)
Turn 111, 100 BC: (Hills Defense: +25%)
Turn 111, 100 BC: Your Catapult 19 (Nicomedia) has caused collateral damage! (1 Unit)
Turn 111, 100 BC: Trumpster's Catapult 19 (Nicomedia) is hit for 24 (76/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 16 (84/100HP)
Turn 111, 100 BC: Trumpster's Catapult 19 (Nicomedia) is hit for 24 (52/100HP)
Turn 111, 100 BC: Trumpster's Catapult 19 (Nicomedia) is hit for 24 (28/100HP)
Turn 111, 100 BC: Trumpster's Catapult 19 (Nicomedia) is hit for 24 (4/100HP)
Turn 111, 100 BC: Trumpster's Catapult 19 (Nicomedia) is hit for 24 (0/100HP)
Turn 111, 100 BC: Asoka's Archer has defeated Trumpster's Catapult 19 (Nicomedia)!
Turn 111, 100 BC: Your Catapult 19 (Nicomedia) has died trying to attack a Archer!
Turn 111, 100 BC: Trumpster's War Elephant 2 (Constantinople) (9.60) vs Asoka's Archer (6.27)
Turn 111, 100 BC: Combat Odds: 93.2%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Plot Defense: +29%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +70%)
Turn 111, 100 BC: (Hills Defense: +25%)
Turn 111, 100 BC: Trumpster's War Elephant 2 (Constantinople) is hit for 16 (84/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 23 (61/100HP)
Turn 111, 100 BC: Trumpster's War Elephant 2 (Constantinople) is hit for 16 (68/100HP)
Turn 111, 100 BC: Trumpster's War Elephant 2 (Constantinople) is hit for 16 (52/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 23 (38/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 23 (15/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 23 (0/100HP)
Turn 111, 100 BC: Trumpster's War Elephant 2 (Constantinople) has defeated Asoka's Archer!
Turn 111, 100 BC: Your War Elephant 2 (Constantinople) has destroyed a Archer!
Turn 111, 100 BC: Trumpster's War Elephant 4 (Constantinople) (9.60) vs Asoka's Archer (6.04)
Turn 111, 100 BC: Combat Odds: 93.9%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Plot Defense: +29%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (Hills Defense: +25%)
Turn 111, 100 BC: Trumpster's War Elephant 4 (Constantinople) is hit for 16 (84/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 24 (64/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 24 (40/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 24 (16/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 24 (0/100HP)
Turn 111, 100 BC: Trumpster's War Elephant 4 (Constantinople) has defeated Asoka's Archer!
Turn 111, 100 BC: Your War Elephant 4 (Constantinople) has destroyed a Archer!
Turn 111, 100 BC: You have captured Angora!!!
Turn 111, 100 BC: You have destroyed the city of Angora!!!
Turn 111, 100 BC: Asoka refuses to talk.
Turn 111, 100 BC: Your Horse Archer 1 (Cold Ponies) has destroyed a Worker!
Turn 111, 100 BC: You have captured a Worker
Turn 111, 100 BC: Trumpster's Catapult 18 (Thessalonica) (5.00) vs Asoka's Archer (5.97)
Turn 111, 100 BC: Combat Odds: 32.7%
Turn 111, 100 BC: (Plot Defense: +4%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +70%)
Turn 111, 100 BC: Your Catapult 18 (Thessalonica) has caused collateral damage! (3 Units)
Turn 111, 100 BC: Trumpster's Catapult 18 (Thessalonica) is hit for 21 (79/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 18 (82/100HP)
Turn 111, 100 BC: Trumpster's Catapult 18 (Thessalonica) is hit for 21 (58/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 18 (64/100HP)
Turn 111, 100 BC: Trumpster's Catapult 18 (Thessalonica) is hit for 21 (37/100HP)
Turn 111, 100 BC: Trumpster's Catapult 18 (Thessalonica) is hit for 21 (16/100HP)
Turn 111, 100 BC: Trumpster's Catapult 18 (Thessalonica) is hit for 21 (0/100HP)
Turn 111, 100 BC: Asoka's Archer has defeated Trumpster's Catapult 18 (Thessalonica)!
Turn 111, 100 BC: Chandragupta Maurya (Great General) has been born in Trebizond (Asoka)!
Turn 111, 100 BC: Your Catapult 18 (Thessalonica) has died trying to attack a Archer!
Turn 111, 100 BC: Trumpster's Catapult 14 (Cold Ponies) (5.00) vs Asoka's Archer (3.45)
Turn 111, 100 BC: Combat Odds: 92.4%
Turn 111, 100 BC: (Plot Defense: +4%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (City Attack: -45%)
Turn 111, 100 BC: Your Catapult 14 (Cold Ponies) has caused collateral damage! (3 Units)
Turn 111, 100 BC: Trumpster's Catapult 14 (Cold Ponies) is hit for 17 (83/100HP)
Turn 111, 100 BC: Trumpster's Catapult 14 (Cold Ponies) is hit for 17 (66/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 23 (63/100HP)
Turn 111, 100 BC: Trumpster's Catapult 14 (Cold Ponies) is hit for 17 (49/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 23 (40/100HP)
Turn 111, 100 BC: Trumpster's Catapult 14 (Cold Ponies) is hit for 17 (32/100HP)
Turn 111, 100 BC: Your Catapult 14 (Cold Ponies) has withdrawn from combat with a Archer!
Turn 111, 100 BC: Trumpster's Catapult 17 (Constantinople) (5.00) vs Asoka's Catapult (4.16)
Turn 111, 100 BC: Combat Odds: 82.8%
Turn 111, 100 BC: (City Attack: -20%)
Turn 111, 100 BC: Your Catapult 17 (Constantinople) has caused collateral damage! (3 Units)
Turn 111, 100 BC: Asoka's Catapult is hit for 21 (79/100HP)
Turn 111, 100 BC: Asoka's Catapult is hit for 21 (58/100HP)
Turn 111, 100 BC: Asoka's Catapult is hit for 21 (37/100HP)
Turn 111, 100 BC: Your Catapult 17 (Constantinople) has withdrawn from combat with a Catapult!
Turn 111, 100 BC: Trumpster's War Elephant 5 (Sugar Sugar) (8.00) vs Asoka's Archer (3.23)
Turn 111, 100 BC: Combat Odds: 99.8%
Turn 111, 100 BC: (Plot Defense: +4%)
Turn 111, 100 BC: (City Defense: +70%)
Turn 111, 100 BC: Asoka's Archer is hit for 27 (35/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 27 (8/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 27 (0/100HP)
Turn 111, 100 BC: Trumpster's War Elephant 5 (Sugar Sugar) has defeated Asoka's Archer!
Turn 111, 100 BC: Your War Elephant 5 (Sugar Sugar) has destroyed a Archer!
Turn 111, 100 BC: Trumpster's Swordsman 1 (Cold Ponies) (7.20) vs Asoka's Archer (1.71)
Turn 111, 100 BC: Combat Odds: 100.0%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Plot Defense: +4%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +70%)
Turn 111, 100 BC: (City Attack: -85%)
Turn 111, 100 BC: Asoka's Archer is hit for 32 (18/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 32 (0/100HP)
Turn 111, 100 BC: Trumpster's Swordsman 1 (Cold Ponies) has defeated Asoka's Archer!
Turn 111, 100 BC: Your Swordsman 1 (Cold Ponies) has destroyed a Archer!
Turn 111, 100 BC: Trumpster's Swordsman 5 (Thessalonica) (6.00) vs Asoka's Archer (2.67)
Turn 111, 100 BC: Combat Odds: 99.3%
Turn 111, 100 BC: (Plot Defense: +4%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (City Attack: -10%)
Turn 111, 100 BC: Asoka's Archer is hit for 26 (36/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 26 (10/100HP)
Turn 111, 100 BC: Trumpster's Swordsman 5 (Thessalonica) is hit for 15 (85/100HP)
Turn 111, 100 BC: Trumpster's Swordsman 5 (Thessalonica) is hit for 15 (70/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 26 (0/100HP)
Turn 111, 100 BC: Trumpster's Swordsman 5 (Thessalonica) has defeated Asoka's Archer!
Turn 111, 100 BC: Gustavus II Adolphus (Great General) has been born in Sheat (Trumpster)!
Turn 111, 100 BC: Your Swordsman 5 (Thessalonica) has destroyed a Archer!
Turn 111, 100 BC: Trumpster's Eugene of Savoy (Chariot) (4.40) vs Asoka's Archer (1.34)
Turn 111, 100 BC: Combat Odds: 99.8%
Turn 111, 100 BC: (Extra Combat: -10%)
Turn 111, 100 BC: (Plot Defense: +4%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: Asoka's Archer is hit for 22 (3/100HP)
Turn 111, 100 BC: Asoka's Archer is hit for 22 (0/100HP)
Turn 111, 100 BC: Trumpster's Eugene of Savoy (Chariot) has defeated Asoka's Archer!
Turn 111, 100 BC: Your Eugene of Savoy has destroyed a Archer!
Turn 111, 100 BC: Trumpster's Swordsman 6 (Thessalonica) (6.00) vs Asoka's Catapult (1.13)
Turn 111, 100 BC: Combat Odds: 100.0%
Turn 111, 100 BC: (City Attack: -10%)
Turn 111, 100 BC: Trumpster's Swordsman 6 (Thessalonica) is hit for 13 (87/100HP)
Turn 111, 100 BC: Asoka's Catapult is hit for 28 (0/100HP)
Turn 111, 100 BC: Trumpster's Swordsman 6 (Thessalonica) has defeated Asoka's Catapult!
Turn 111, 100 BC: Your Swordsman 6 (Thessalonica) has destroyed a Catapult!
Turn 111, 100 BC: You have captured Trebizond!!!
Turn 111, 100 BC: You have destroyed the city of Trebizond!!!
Turn 111, 100 BC: Christianity has spread in Constantinople.
Turn 111, 100 BC: Constantinople will grow to size 8 on the next turn.
Turn 111, 100 BC: The borders of Aksum have expanded!
Turn 111, 100 BC: The borders of Lalibela have expanded!

Turn 112, 75 BC: The enemy has been spotted near Thessalonica!
Turn 112, 75 BC: Thessalonica has become unhappy.
Turn 112, 75 BC: Constantinople has grown to size 8.
Turn 112, 75 BC: Constantinople has become unhappy.
Turn 112, 75 BC: Asoka is willing to negotiate.
Turn 112, 75 BC: You are the worst enemy of Asoka.
Turn 112, 75 BC: The borders of Addis Ababa are about to expand.
Turn 112, 75 BC: Amsterdam has been founded.
Turn 112, 75 BC: Trumpster's Horse Archer 2 (The Nut House) (4.92) vs Barbarian's Longbowman (1.80)
Turn 112, 75 BC: Combat Odds: 99.4%
Turn 112, 75 BC: (Extra Combat: +20%)
Turn 112, 75 BC: Barbarian's Longbowman is hit for 22 (3/100HP)
Turn 112, 75 BC: Trumpster's Horse Archer 2 (The Nut House) is hit for 18 (64/100HP)
Turn 112, 75 BC: Barbarian's Longbowman is hit for 22 (0/100HP)
Turn 112, 75 BC: Trumpster's Horse Archer 2 (The Nut House) has defeated Barbarian's Longbowman!
Turn 112, 75 BC: Your Horse Archer 2 (The Nut House) has destroyed a Longbowman!
Turn 112, 75 BC: Nicomedia will grow to size 6 on the next turn.
Turn 112, 75 BC: Deal Canceled: Peace Treaty (10 Turns) to Tokugawa for Peace Treaty (10 Turns)
Turn 112, 75 BC: Charles Darwin (Great Scientist) has been born in Constantinople (Trumpster)!
Turn 112, 75 BC: The borders of Addis Ababa have expanded!
Turn 112, 75 BC: Christianity has spread in Amsterdam.
Turn 112, 75 BC: Hun (Kublai Khan) has been captured by the Ottoman Empire!!!

Turn 113, 50 BC: The enemy has been spotted near Constantinople!
Turn 113, 50 BC: Nicomedia has grown to size 6.
Turn 113, 50 BC: Aksum will become unhappy on the next turn.
Turn 113, 50 BC: Aksum can hurry Courthouse for 3⇴ with 4ℤ overflow and +1⇤ for 11 turns.
Turn 113, 50 BC: Napoleon has 60 gold available for trade.
Turn 113, 50 BC: Your Catapult 6 (The Nut House) has destroyed a Worker!
Turn 113, 50 BC: You have captured a Worker
Turn 113, 50 BC: Clearing a Forest has created 30 ℤ for Aksum.
 
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