SGOTM 20 - Misfit Gypsy Nuts

If we are going to revolt to PS, then we might as well do so as soon as possible. Unless we are not building any units right now for some reason, or have a settler 1 turn from finishing or similar, then we might as well get the PS hammer benefits.
 
Before we think about revolting how near are we to our first GP. Perhaps a golden age instead then change to PS at the beginning - Rep at the end? I don't really see to much advantage of a turn wasted in anarchy atm.

Looking at the barb city South of Ankara it looks like we might need astro to get there. Certainly our best way of teching now (and for the rest of the game) will be rep/caste. its annoying because we have had a barb galley come from that area and we can't get to them.
 
Sorry Sleepless, I already got ahead of myself and played the set yesterday afternoon, I just didn't have time to report as I had to go to a party.

Spoiler BUFFY Log :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 116/500 (25 AD) [06-Sep-2014 15:25:28]
Marble Arch begins: Galley (4 turns)
0% Research: 0 per turn
0% Espionage: 0 per turn
100% Gold: 5 per turn, 200 in the bank

After End Turn:

Other Player Actions:
A Fishing Boats was destroyed near Rheims
A Fishing Boats near Rheims was destroyed by Barbarian Galley
Attitude Change: Catherine (Russia) towards Mehmed (Ottomans), from 'Pleased' to 'Cautious'
Attitude Change: Julius Caesar (Rome) towards Victoria (England), from 'Pleased' to 'Cautious'
Attitude Change: Napoleon (France) towards Augustus Caesar (Rome), from 'Annoyed' to 'Cautious'
Attitude Change: Louis XIV (France) towards Mehmed (Ottomans), from 'Pleased' to 'Cautious'
Attitude Change: Victoria (England) towards Julius Caesar (Rome), from 'Pleased' to 'Cautious'
Attitude Change: Victoria (England) towards Napoleon (France), from 'Annoyed' to 'Cautious'
Civics Change: Mehmed(Ottomans) from 'Hereditary Rule' to 'Police State'

Turn 117/500 (50 AD) [06-Sep-2014 15:28:48]
Copper Summit begins: The Hanging Gardens (8 turns)
A Fishing Boats was built near Ankara
Swordsman 1 (Silver Lining) promoted: City Raider II
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 34 per turn, 205 in the bank

After End Turn:
Silver Lining finishes: Catapult
Istanbul grows to size 7
A Hamlet was built near St. Petersburg

Other Player Actions:
A Fishing Boats was destroyed near Rheims
A Fishing Boats near Rheims was destroyed by Barbarian Galley
Attitude Change: Churchill (England) towards Catherine (Russia), from 'Annoyed' to 'Cautious'

Turn 118/500 (75 AD) [06-Sep-2014 15:42:27]
A Mine was built near Silver Lining
While attacking in Ottoman territory at St. Petersburg, Horse Archer 20 (Horse Farm) (2.58/6) defeats Barbarian Archer (Prob Victory: 97.4%)
While attacking in Ottoman territory at St. Petersburg, Horse Archer 27 (Silver Lining) (4.32/6) defeats Barbarian Archer (Prob Victory: 99.1%)
Erwin Rommel (Chariot) promoted: Lead by Warlord
Erwin Rommel (Chariot) promoted: Medic I
Erwin Rommel (Chariot) promoted: Medic II
Erwin Rommel (Chariot) promoted: Medic III
0% Research: 7 per turn
0% Espionage: 4 per turn
100% Gold: 31 per turn, 239 in the bank

After End Turn:
The whip was applied in Horse Farm
The whip was applied in Marble Arch
The whip was applied in Istanbul
The whip was applied in Rheims
The whip was applied in Ghuzz
The whip was applied in Rostov
The whip was applied in St. Petersburg
Silver Lining finishes: Horse Archer
Horse Farm finishes: Settler
Marble Arch grows to size 9
Marble Arch finishes: Galley
Istanbul finishes: Galley
Edirne grows to size 5
Edirne finishes: Archer
Ankara grows to size 6
Ankara finishes: Archer
Rheims grows to size 5
Rheims finishes: Galley
A Hamlet was built near Rheims
Ghuzz grows to size 3
Ghuzz finishes: Library
Rostov finishes: Monument
A Hamlet was built near Rostov
St. Petersburg finishes: Library

Other Player Actions:
Attitude Change: Julius Caesar (Rome) towards Victoria (England), from 'Cautious' to 'Pleased'
Attitude Change: Napoleon (France) towards Augustus Caesar (Rome), from 'Cautious' to 'Annoyed'
Attitude Change: Louis XIV (France) towards Julius Caesar (Rome), from 'Cautious' to 'Pleased'
Attitude Change: Victoria (England) towards Julius Caesar (Rome), from 'Cautious' to 'Pleased'
Attitude Change: Victoria (England) towards Napoleon (France), from 'Cautious' to 'Annoyed'

Turn 119/500 (100 AD) [06-Sep-2014 15:50:55]
Silver Lining begins: Horse Archer (7 turns)
Edirne begins: Catapult (5 turns)
St. Petersburg begins: Archer (5 turns)
Horse Archer 20 (Horse Farm) promoted: Combat III
Horse Farm begins: Work Boat (3 turns)
Silver Lining begins: Spy (6 turns)
Ankara begins: Courthouse (8 turns)
Rheims begins: Work Boat (10 turns)
0% Research: 11 per turn
0% Espionage: 4 per turn
100% Gold: 25 per turn, 294 in the bank

After End Turn:
Silver Lining grows to size 10
Silver Lining finishes: Spy
Horse Farm finishes: Work Boat
A Hamlet was built near Horse Farm
Marble Arch finishes: War Elephant
Istanbul finishes: Catapult
Rheims grows to size 6
Rheims finishes: Work Boat
Ghuzz grows to size 4

Other Player Actions:
Attitude Change: Julius Caesar (Rome) towards Napoleon (France), from 'Cautious' to 'Pleased'
Attitude Change: Victoria (England) towards Napoleon (France), from 'Annoyed' to 'Cautious'

Turn 120/500 (125 AD) [06-Sep-2014 16:02:45]
Silver Lining begins: Horse Archer (7 turns)
Marble Arch begins: War Elephant (4 turns)
Rheims begins: Courthouse (20 turns)
A Fishing Boats was built near Rheims
Konya founded
Beach Club begins: Granary (10 turns)
A Mine was built near Copper Summit
0% Research: 11 per turn
0% Espionage: 4 per turn
100% Gold: 22 per turn, 319 in the bank

After End Turn:
Whip anger has decreased in Ankara
The whip was applied in Ghuzz
Silver Lining finishes: Horse Archer
A Hamlet was built near Beach Club
A Hamlet was built near Silver Lining
Horse Farm grows to size 9
Horse Farm finishes: Horse Archer
Marble Arch grows to size 10
Istanbul grows to size 6
Istanbul finishes: Library
Ankara grows to size 7
Ankara finishes: Lighthouse
Ghuzz grows to size 3
Ghuzz finishes: Galley
St. Petersburg finishes: Archer

Turn 121/500 (150 AD) [06-Sep-2014 16:13:04]
Silver Lining begins: Horse Archer (9 turns)
Istanbul begins: War Elephant (5 turns)
Ghuzz begins: Archer (13 turns)
St. Petersburg begins: Archer (5 turns)
A Fishing Boats was built near Beach Club
Rostov begins: Archer (25 turns)
100% Research: 231 per turn
0% Espionage: 4 per turn
0% Gold: -169 per turn, 341 in the bank

After End Turn:
Whip anger has decreased in Istanbul
The whip was applied in Rheims
Copper Summit grows to size 8
Ankara grows to size 8
Rheims grows to size 5
Rheims finishes: Courthouse
Ghuzz finishes: Archer
Beach Club finishes: Granary

Other Player Actions:
Attitude Change: Catherine (Russia) towards Mehmed (Ottomans), from 'Cautious' to 'Pleased'
Attitude Change: Catherine (Russia) towards Churchill (England), from 'Cautious' to 'Pleased'
Civics Change: Augustus Caesar(Rome) from 'Despotism' to 'Hereditary Rule'

Turn 122/500 (175 AD) [06-Sep-2014 16:24:01]
Diplomacy (Embargo Request): Julius Caesar (Rome) asks Mehmed (Ottomans) to stop trading with Augustus Caesar (Rome); Mehmed REFUSES.
Copper Summit begins: War Elephant (3 turns)
Rheims begins: Barracks (17 turns)
Ghuzz begins: Galley (25 turns)
Beach Club begins: Library (90 turns)
Rostov begins: Library (83 turns)
Mehmed (Ottomans) declares war on Louis XIV (France)
Horse Archer 27 (Silver Lining) promoted: Combat II
While attacking in French territory at Amiens, Horse Archer 27 (Silver Lining) (2.22/6) defeats French Swordsman (Prob Victory: 30.8%)
While attacking in French territory at Amiens, Horse Archer 14 (Horse Farm) loses to French Archer (0.72/3) (Prob Victory: 36.7%)
While attacking in French territory at Amiens, Horse Archer 31 (Silver Lining) (6.00/6) defeats French Archer (Prob Victory: 99.9%)
Captured Amiens (Louis XIV)
Amiens begins: Granary (61 turns)
Rheims begins: Work Boat (10 turns)
100% Research: 243 per turn
0% Espionage: 6 per turn
0% Gold: -187 per turn, 446 in the bank

After End Turn:
Whip anger has decreased in Silver Lining
Whip anger has decreased in Copper Summit
Whip anger has decreased in Marble Arch
The whip was applied in Ankara
Whip anger has decreased in Rheims
Silver Lining finishes: Horse Archer
Horse Farm's borders expand
Copper Summit finishes: War Elephant
Marble Arch finishes: War Elephant
Edirne finishes: Catapult
Ankara finishes: Courthouse
Rheims grows to size 6
Rostov grows to size 5
St. Petersburg finishes: Archer

Other Player Actions:
Victoria (England) and Churchill (England) have signed a peace treaty
Attitude Change: Suleiman (Ottomans) towards Augustus Caesar (Rome), from 'Cautious' to 'Pleased'
Attitude Change: Augustus Caesar (Rome) towards Churchill (England), from 'Cautious' to 'Pleased'
Attitude Change: Catherine (Russia) towards Mehmed (Ottomans), from 'Pleased' to 'Cautious'
Attitude Change: Julius Caesar (Rome) towards Napoleon (France), from 'Pleased' to 'Cautious'
Attitude Change: Napoleon (France) towards Churchill (England), from 'Annoyed' to 'Cautious'
Attitude Change: Louis XIV (France) towards Mehmed (Ottomans), from 'Cautious' to 'Annoyed'
Attitude Change: Victoria (England) towards Suleiman (Ottomans), from 'Annoyed' to 'Furious'
Attitude Change: Victoria (England) towards Churchill (England), from 'Furious' to 'Annoyed'
Attitude Change: Victoria (England) towards Napoleon (France), from 'Cautious' to 'Annoyed'

Turn 123/500 (200 AD) [06-Sep-2014 16:37:34]
Silver Lining begins: Horse Archer (7 turns)
Copper Summit begins: War Elephant (3 turns)
Marble Arch begins: Horse Archer (3 turns)
Edirne begins: Catapult (5 turns)
Ankara begins: Hammam (13 turns)
St. Petersburg begins: Archer (5 turns)
Axeman 2 (Horse Farm) promoted: Combat II
Horse Archer 29 (Copper Summit) promoted: Flanking I
Horse Archer 29 (Copper Summit) promoted: Flanking II
While attacking, Horse Archer 29 (Copper Summit) escapes from French Spearman (Prob Victory: 1.3%)
Horse Archer 26 (Copper Summit) promoted: Flanking I
Horse Archer 26 (Copper Summit) promoted: Flanking II
While attacking in French territory at Rouen, Horse Archer 26 (Copper Summit) loses to French Spearman (1.60/4) (Prob Victory: 4.4%)
Horse Archer 30 (Silver Lining) promoted: Combat I
Horse Archer 30 (Silver Lining) promoted: Combat II
While attacking in French territory at Rouen, Horse Archer 30 (Silver Lining) (1.86/6) defeats French Spearman (Prob Victory: 22.7%)
Horse Archer 16 (Copper Summit) promoted: Combat II
While attacking in French territory at Rouen, Horse Archer 20 (Horse Farm) loses to French Axeman (2.30/5) (Prob Victory: 31.0%)
While attacking in French territory at Rouen, Horse Archer 16 (Copper Summit) loses to French Archer (0.60/3) (Prob Victory: 63.8%)
Horse Archer 2 (Silver Lining) promoted: Combat II
While attacking in French territory at Rouen, Horse Archer 18 (Copper Summit) (4.86/6) defeats French Axeman (Prob Victory: 96.2%)
While attacking in French territory at Rouen, Horse Archer 24 (Silver Lining) (3.72/6) defeats French Spearman (Prob Victory: 99.2%)
While attacking in French territory at Rouen, Chariot 4 (Silver Lining) (2.72/4) defeats French Archer (Prob Victory: 99.8%)
Captured Rouen (Louis XIV)
Rouen begins: Granary (61 turns)
While attacking in French territory at Cherbourg, Chariot 2 (Horse Farm) (1.12/4) defeats French Axeman (Prob Victory: 71.2%)
Captured Cherbourg (Louis XIV)
Cherbourg begins: Work Boat (31 turns)
Catapult 2 (Istanbul) promoted: City Raider I
While attacking in French territory at Chartres, Catapult 2 (Istanbul) loses to French Archer (2.55/3) (Prob Victory: 11.2%)
War Elephant 1 (Copper Summit) promoted: Combat I
War Elephant 2 (Copper Summit) promoted: Combat I
War Elephant 3 (Marble Arch) promoted: Combat I
War Elephant 1 (Copper Summit) promoted: Combat II
War Elephant 2 (Copper Summit) promoted: Combat II
While attacking in French territory at Chartres, War Elephant 1 (Copper Summit) (6.56/8) defeats French Archer (Prob Victory: 71.1%)
While attacking in French territory at Chartres, War Elephant 2 (Copper Summit) loses to French Archer (0.57/3) (Prob Victory: 82.6%)
While attacking in French territory at Chartres, War Elephant 3 (Marble Arch) (8.00/8) defeats French Archer (Prob Victory: 100.0%)
Captured Chartres (Louis XIV)
Chartres begins: Library (91 turns)
Copper Summit begins: Courthouse (3 turns)
100% Research: 244 per turn
0% Espionage: 8 per turn
0% Gold: -195 per turn, 431 in the bank

After End Turn:
The whip was applied in Horse Farm
The whip was applied in Istanbul
Tech research finished: Metal Casting
Silver Lining finishes: Horse Archer
Horse Farm finishes: Hammam
Copper Summit finishes: Courthouse
Marble Arch grows to size 11
Istanbul grows to size 6
Istanbul finishes: War Elephant
Ankara grows to size 7
Rheims grows to size 7
Ghuzz grows to size 4
Ghuzz's borders expand
St. Petersburg's borders expand

Other Player Actions:
A Cottage was destroyed near St. Petersburg
A Cottage near St. Petersburg was destroyed by Barbarian Archer
Attitude Change: Suleiman (Ottomans) towards Augustus Caesar (Rome), from 'Pleased' to 'Cautious'
Attitude Change: Julius Caesar (Rome) towards Napoleon (France), from 'Cautious' to 'Pleased'
Attitude Change: Victoria (England) towards Napoleon (France), from 'Annoyed' to 'Cautious'

Turn 124/500 (225 AD) [06-Sep-2014 16:50:32]
Research begun: Machinery (4 Turns)
Silver Lining begins: Horse Archer (7 turns)
Horse Farm begins: War Elephant (4 turns)
Copper Summit begins: Forge (6 turns)
Istanbul begins: Trireme (5 turns)
Silver Lining begins: Forge (18 turns)
Horse Farm begins: Forge (10 turns)
Beach Club begins: Work Boat (30 turns)
Horse Farm begins: Work Boat (2 turns)
Horse Farm begins: Forge (10 turns)
While attacking in French territory at Poitiers, Horse Archer 6 (Silver Lining) (0.48/6) defeats French Spearman (Prob Victory: 21.9%)
Captured Poitiers (Louis XIV)
Poitiers begins: Granary (61 turns)
Horse Archer 31 (Silver Lining) promoted: Combat I
Horse Archer 31 (Silver Lining) promoted: Shock
Horse Archer 30 (Silver Lining) promoted: Combat III
Horse Archer 24 (Silver Lining) promoted: Combat II
While attacking in Ottoman territory at Poitiers, Horse Archer 2 (Silver Lining) (6.00/6) defeats French Worker (Prob Victory: 21.9%)
While attacking in the wild at Poitiers, Horse Archer 12 (Copper Summit) (6.00/6) defeats French Worker (Prob Victory: 21.9%)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 124/500 (225 AD) [06-Sep-2014 17:19:08]
Chariot 2 (Horse Farm) promoted: Sentry
Marble Arch begins: Forge (9 turns)
Ankara begins: Forge (24 turns)
Rheims begins: Forge (40 turns)
Yekaterinburg begins: Courthouse (30 turns)
Yekaterinburg begins: Granary (3 turns)
Research begun: Civil Service (65 Turns)
Research begun: Machinery (56 Turns)
Research begun: Compass (56 Turns)
Research begun: Optics (56 Turns)
Research begun: Machinery (56 Turns)
0% Research: 15 per turn
0% Espionage: 10 per turn
100% Gold: -21 per turn, 255 in the bank

After End Turn:
The whip was applied in Edirne
The whip was applied in Ankara
Isaac Newton (Great Scientist) born in Silver Lining
Horse Farm grows to size 9
Horse Farm finishes: Work Boat
Edirne grows to size 4
Edirne finishes: Catapult
Ankara grows to size 5
Ankara finishes: Hammam
St. Petersburg finishes: Archer
A Hamlet was built near Yekaterinburg
Beach Club grows to size 2

Other Player Actions:
While defending in French territory at Tours, Horse Archer 31 (Silver Lining) loses to French Spearman (3.28/4) (Prob Victory: 26.6%)
A Fishing Boats was destroyed near Yekaterinburg
A Fishing Boats near Yekaterinburg was destroyed by Barbarian Galley
Attitude Change: Napoleon (France) towards Suleiman (Ottomans), from 'Cautious' to 'Pleased'

Turn 125/500 (250 AD) [06-Sep-2014 17:27:39]
Edirne begins: Catapult (5 turns)
St. Petersburg begins: Axeman (4 turns)
Horse Archer 6 (Silver Lining) promoted: Combat II
A Mine was built near Edirne
A Farm was built near Istanbul
Istanbul begins: Forge (14 turns)
Marble Arch begins: Forge (6 turns)
Ghuzz begins: Courthouse (8 turns)
Yekaterinburg begins: Trireme (25 turns)

I played until the GS was born, 9 turns, and am handing over.

Revolted to PS, got units in position and declared on Louis. Operation "Strip Him from Metals" went fairly well, actually his whole northern rim fell to us already, as well as Chartres. Figured that I had to keep it all, which in case of Chartres was maybe an error as it'll never grow, but at least we control his metal that way.

Louis will already talk and gift Calendar+cash for peace, but I think we should push on to get his more developed cities. We could leave him with 1 to extract techs. His capital has quite some units, but just 2 metal ones and no spears. Tours you can't see, but last turn it had a spear, an axe and 2 archers. The spear attacked and won against my scouting HA. Note a spear next to Poitiers. Got 2 workers there too btw.

Our first supermedic trails a bit and is in Amiens, we have a 2nd supermedic that was shipped over in the south. That first supermedic trails a bit because it helped surpressing revolt chance in Rostov for just a turn too long and because of barb trouble. In fact, the barbs are landing archers with a galley from the north at St Pete. :eek: Don't see that happen often. Can be dealt with, but the SM had to stay around to avoid the risk of losing St Pete.

Rostov, got its monument and a library can be whipped finally next turn. Keep units there. The flip chance is considerable, but it hasn't happened yet, so we have margin. Cathy is going cultural though and went for Music. I got a spy in place in Yaroslavl, 3 turns left to full discount.

Was merrily building HG in CS and the turn I thought to see a nice empire wide pop increase, I saw fail cash instead. :gripe: Well, not all that bad but 18 or so extra pop would've been better. At least finished MC easily that way and we have some cash to spare (good, as we have a deficit at 0% science...). Chose machinery as next tech, but went 0% on it (for just a turn).

Founded Beach Club next to SL.

We explored a bit and identified the buddhist holy city (the one due west from Ghuzz). It seems we indeed need astro for the southern barb city. The English are not on our continent it seems, but we can see English borders accross the pond from Roman territory. Actually moved an archer onto an exploring galley and landed it on that land mass just now.

Oh, and it seems one of the barb triremes was doing a perpetual dance with Louis' workboats from Chartres. Having broken that dance, it's now after our galleys that dropped units there, but I just whipped a trireme from Istanbul. That should hopefully be enough to take care of it from now on.

Got a few courthouses done, obviously now we should focus to get forges too. However, we're running negative cash at 0% science as mentioned, so those cheap organized CHs should get some priority. ;)

Got wine in trade from Napoleon. I think we get incense when one of the French cities comes out of revolt soon.

Last but not least, we got our GS. It would bulb philo, but the tech is known already and the religion gone, obviously.
 
Spoiler Autolog :
Here is your Session Turn Log from 25 AD to 250 AD:

Turn 116, 25 AD: Mehmed's Horse Archer 19 (Silver Lining) (6.60) vs Peter's Swordsman (7.80)
Turn 116, 25 AD: Combat Odds: 28.1%
Turn 116, 25 AD: (Extra Combat: -10%)
Turn 116, 25 AD: (Extra Combat: +10%)
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (Combat: -25%)
Turn 116, 25 AD: Mehmed's Horse Archer 19 (Silver Lining) is hit for 21 (79/100HP)
Turn 116, 25 AD: Peter's Swordsman is hit for 18 (82/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 19 (Silver Lining) is hit for 21 (58/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 19 (Silver Lining) is hit for 21 (37/100HP)
Turn 116, 25 AD: Peter's Swordsman is hit for 18 (64/100HP)
Turn 116, 25 AD: Peter's Swordsman is hit for 18 (46/100HP)
Turn 116, 25 AD: Peter's Swordsman is hit for 18 (28/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 19 (Silver Lining) is hit for 21 (16/100HP)
Turn 116, 25 AD: Peter's Swordsman is hit for 18 (10/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 19 (Silver Lining) is hit for 21 (0/100HP)
Turn 116, 25 AD: Peter's Swordsman has defeated Mehmed's Horse Archer 19 (Silver Lining)!
Turn 116, 25 AD: Mehmed's Swordsman 1 (Silver Lining) (6.00) vs Peter's Archer (4.95)
Turn 116, 25 AD: Combat Odds: 68.1%
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +5%)
Turn 116, 25 AD: (City Defense: +70%)
Turn 116, 25 AD: (City Attack: -30%)
Turn 116, 25 AD: Peter's Archer is hit for 22 (78/100HP)
Turn 116, 25 AD: Mehmed's Swordsman 1 (Silver Lining) is hit for 18 (82/100HP)
Turn 116, 25 AD: Mehmed's Swordsman 1 (Silver Lining) is hit for 18 (64/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 22 (56/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 22 (34/100HP)
Turn 116, 25 AD: Mehmed's Swordsman 1 (Silver Lining) is hit for 18 (46/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 22 (12/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 22 (0/100HP)
Turn 116, 25 AD: Mehmed's Swordsman 1 (Silver Lining) has defeated Peter's Archer!
Turn 116, 25 AD: Mehmed's Horse Archer 22 (Silver Lining) (6.00) vs Peter's Archer (5.85)
Turn 116, 25 AD: Combat Odds: 64.0%
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (City Defense: +50%)
Turn 116, 25 AD: Peter's Archer is hit for 20 (80/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 22 (Silver Lining) is hit for 19 (81/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 22 (Silver Lining) is hit for 19 (62/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 22 (Silver Lining) is hit for 19 (43/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 20 (60/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 20 (40/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 22 (Silver Lining) is hit for 19 (24/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 22 (Silver Lining) is hit for 19 (5/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 22 (Silver Lining) is hit for 19 (0/100HP)
Turn 116, 25 AD: Peter's Archer has defeated Mehmed's Horse Archer 22 (Silver Lining)!
Turn 116, 25 AD: Mehmed's Horse Archer 15 (Copper Summit) (6.00) vs Peter's Archer (5.85)
Turn 116, 25 AD: Combat Odds: 64.0%
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (City Defense: +50%)
Turn 116, 25 AD: Mehmed's Horse Archer 15 (Copper Summit) is hit for 19 (81/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 15 (Copper Summit) is hit for 19 (62/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 20 (80/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 15 (Copper Summit) is hit for 19 (43/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 20 (60/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 20 (40/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 20 (20/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 15 (Copper Summit) is hit for 19 (24/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 15 (Copper Summit) is hit for 19 (5/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 15 (Copper Summit) is hit for 19 (0/100HP)
Turn 116, 25 AD: Peter's Archer has defeated Mehmed's Horse Archer 15 (Copper Summit)!
Turn 116, 25 AD: Mehmed's Horse Archer 21 (Copper Summit) (7.20) vs Peter's Archer (5.70)
Turn 116, 25 AD: Combat Odds: 75.7%
Turn 116, 25 AD: (Extra Combat: -20%)
Turn 116, 25 AD: (Extra Combat: +10%)
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +10%)
Turn 116, 25 AD: (City Defense: +50%)
Turn 116, 25 AD: Peter's Archer is hit for 22 (78/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 22 (56/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 21 (Copper Summit) is hit for 17 (83/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 21 (Copper Summit) is hit for 17 (66/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 21 (Copper Summit) is hit for 17 (49/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 22 (34/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 21 (Copper Summit) is hit for 17 (32/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 21 (Copper Summit) is hit for 17 (15/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 22 (12/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 21 (Copper Summit) is hit for 17 (0/100HP)
Turn 116, 25 AD: Peter's Archer has defeated Mehmed's Horse Archer 21 (Copper Summit)!
Turn 116, 25 AD: Mehmed's Horse Archer 12 (Copper Summit) (7.20) vs Peter's Archer (5.10)
Turn 116, 25 AD: Combat Odds: 88.2%
Turn 116, 25 AD: (Extra Combat: -20%)
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (City Defense: +50%)
Turn 116, 25 AD: Peter's Archer is hit for 23 (77/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 23 (54/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 23 (31/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 12 (Copper Summit) is hit for 16 (84/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 12 (Copper Summit) is hit for 16 (68/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 23 (8/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 23 (0/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 12 (Copper Summit) has defeated Peter's Archer!
Turn 116, 25 AD: Erwin Rommel (Great General) has been born in Silver Lining (Mehmed)!
Turn 116, 25 AD: Mehmed's Horse Archer 18 (Copper Summit) (6.60) vs Peter's Chariot (4.40)
Turn 116, 25 AD: Combat Odds: 90.1%
Turn 116, 25 AD: (Extra Combat: -10%)
Turn 116, 25 AD: (Extra Combat: +10%)
Turn 116, 25 AD: Peter's Chariot is hit for 24 (76/100HP)
Turn 116, 25 AD: Peter's Chariot is hit for 24 (52/100HP)
Turn 116, 25 AD: Peter's Chariot is hit for 24 (28/100HP)
Turn 116, 25 AD: Peter's Chariot is hit for 24 (4/100HP)
Turn 116, 25 AD: Peter's Chariot is hit for 24 (0/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 18 (Copper Summit) has defeated Peter's Chariot!
Turn 116, 25 AD: Mehmed's Horse Archer 2 (Silver Lining) (6.60) vs Peter's Archer (2.34)
Turn 116, 25 AD: Combat Odds: 99.9%
Turn 116, 25 AD: (Extra Combat: -10%)
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (City Defense: +50%)
Turn 116, 25 AD: Peter's Archer is hit for 25 (15/100HP)
Turn 116, 25 AD: Peter's Archer is hit for 25 (0/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 2 (Silver Lining) has defeated Peter's Archer!
Turn 116, 25 AD: Mehmed's Horse Archer 16 (Copper Summit) (5.28) vs Peter's Archer (1.17)
Turn 116, 25 AD: Combat Odds: 100.0%
Turn 116, 25 AD: (Extra Combat: -10%)
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (City Defense: +50%)
Turn 116, 25 AD: Peter's Archer is hit for 25 (0/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 16 (Copper Summit) has defeated Peter's Archer!
Turn 116, 25 AD: Mehmed's Horse Archer 20 (Horse Farm) (6.12) vs Peter's Swordsman (0.93)
Turn 116, 25 AD: Combat Odds: 100.0%
Turn 116, 25 AD: (Extra Combat: -20%)
Turn 116, 25 AD: (Extra Combat: +10%)
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: Peter's Swordsman is hit for 22 (0/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 20 (Horse Farm) has defeated Peter's Swordsman!
Turn 116, 25 AD: Mehmed's Chariot 3 (Horse Farm) (4.40) vs Peter's Archer (0.68)
Turn 116, 25 AD: Combat Odds: 100.0%
Turn 116, 25 AD: (Extra Combat: -10%)
Turn 116, 25 AD: (Extra Combat: +10%)
Turn 116, 25 AD: (Plot Defense: +20%)
Turn 116, 25 AD: (Fortify: +10%)
Turn 116, 25 AD: (City Defense: +50%)
Turn 116, 25 AD: Peter's Archer is hit for 23 (0/100HP)
Turn 116, 25 AD: Mehmed's Chariot 3 (Horse Farm) has defeated Peter's Archer!
Turn 116, 25 AD: You have captured Yekaterinburg!!!
Turn 116, 25 AD: The Russian Civilization has been destroyed!!!
Turn 116, 25 AD: The revolution has begun!!!
Turn 116, 25 AD: Mehmed adopts Police State!
Turn 116, 25 AD: The anarchy is over! Your government is re-established.

Turn 117, 50 AD: You have trained a Catapult in Silver Lining. Work has now begun on a Horse Archer.

Turn 118, 75 AD: Mehmed's Horse Archer 20 (Horse Farm) (6.12) vs Barbarian's Archer (3.30)
Turn 118, 75 AD: Combat Odds: 97.4%
Turn 118, 75 AD: (Extra Combat: -20%)
Turn 118, 75 AD: (Extra Combat: +10%)
Turn 118, 75 AD: Mehmed's Horse Archer 20 (Horse Farm) is hit for 14 (71/100HP)
Turn 118, 75 AD: Mehmed's Horse Archer 20 (Horse Farm) is hit for 14 (57/100HP)
Turn 118, 75 AD: Barbarian's Archer is hit for 28 (72/100HP)
Turn 118, 75 AD: Barbarian's Archer is hit for 28 (44/100HP)
Turn 118, 75 AD: Mehmed's Horse Archer 20 (Horse Farm) is hit for 14 (43/100HP)
Turn 118, 75 AD: Barbarian's Archer is hit for 28 (16/100HP)
Turn 118, 75 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 118, 75 AD: Mehmed's Horse Archer 20 (Horse Farm) has defeated Barbarian's Archer!
Turn 118, 75 AD: Mehmed's Horse Archer 27 (Silver Lining) (6.60) vs Barbarian's Archer (3.30)
Turn 118, 75 AD: Combat Odds: 99.1%
Turn 118, 75 AD: (Extra Combat: -10%)
Turn 118, 75 AD: (Extra Combat: +10%)
Turn 118, 75 AD: Barbarian's Archer is hit for 28 (72/100HP)
Turn 118, 75 AD: Barbarian's Archer is hit for 28 (44/100HP)
Turn 118, 75 AD: Mehmed's Horse Archer 27 (Silver Lining) is hit for 14 (86/100HP)
Turn 118, 75 AD: Barbarian's Archer is hit for 28 (16/100HP)
Turn 118, 75 AD: Mehmed's Horse Archer 27 (Silver Lining) is hit for 14 (72/100HP)
Turn 118, 75 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 118, 75 AD: Mehmed's Horse Archer 27 (Silver Lining) has defeated Barbarian's Archer!
Turn 118, 75 AD: You have trained a Settler in Horse Farm. Work has now begun on a Horse Archer.
Turn 118, 75 AD: You have trained a Galley in Marble Arch. Work has now begun on a War Elephant.
Turn 118, 75 AD: You have trained a Galley in Istanbul. Work has now begun on a Catapult.
Turn 118, 75 AD: You have trained a Archer in Ankara. Work has now begun on a Barracks.
Turn 118, 75 AD: You have trained a Galley in Rheims. Work has now begun on a Courthouse.
Turn 118, 75 AD: You have constructed a Library in Ghuzz. Work has now begun on a Galley.
Turn 118, 75 AD: You have constructed a Monument in Rostov. Work has now begun on a Library.

Turn 119, 100 AD: You have trained a Work Boat in Horse Farm. Work has now begun on a Horse Archer.
Turn 119, 100 AD: You have trained a Catapult in Istanbul. Work has now begun on a Library.
Turn 119, 100 AD: Scipio Africanus (Great General) has been born in a far away land!

Turn 120, 125 AD: Beach Club has been founded.
Turn 120, 125 AD: You have trained a Horse Archer in Horse Farm. Work has now begun on a Hammam.
Turn 120, 125 AD: You have constructed a Lighthouse in Ankara. Work has now begun on a Courthouse.
Turn 120, 125 AD: The Hanging Gardens has been built in a far away land!
Turn 120, 125 AD: Napoleon's Golden Age has ended...

Turn 121, 150 AD: Copper Summit can no longer work on The Hanging Gardens. The lost ℤ is converted into 246ℴ!
Turn 121, 150 AD: Augustus Caesar adopts Hereditary Rule!

Turn 122, 175 AD: You have declared war on Louis XIV!
Turn 122, 175 AD: Mehmed's Horse Archer 27 (Silver Lining) (7.20) vs Louis XIV's Swordsman (8.10)
Turn 122, 175 AD: Combat Odds: 30.8%
Turn 122, 175 AD: (Extra Combat: -20%)
Turn 122, 175 AD: (Extra Combat: +10%)
Turn 122, 175 AD: (Plot Defense: +45%)
Turn 122, 175 AD: (Fortify: +5%)
Turn 122, 175 AD: (Combat: -25%)
Turn 122, 175 AD: Mehmed's Horse Archer 27 (Silver Lining) is hit for 21 (79/100HP)
Turn 122, 175 AD: Mehmed's Horse Archer 27 (Silver Lining) is hit for 21 (58/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman is hit for 18 (82/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman is hit for 18 (64/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman is hit for 18 (46/100HP)
Turn 122, 175 AD: Mehmed's Horse Archer 27 (Silver Lining) is hit for 21 (37/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman is hit for 18 (28/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman is hit for 18 (10/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman is hit for 18 (0/100HP)
Turn 122, 175 AD: Mehmed's Horse Archer 27 (Silver Lining) has defeated Louis XIV's Swordsman!
Turn 122, 175 AD: Mehmed's Horse Archer 14 (Horse Farm) (7.80) vs Louis XIV's Archer (7.95)
Turn 122, 175 AD: Combat Odds: 36.7%
Turn 122, 175 AD: (Extra Combat: -30%)
Turn 122, 175 AD: (Plot Defense: +45%)
Turn 122, 175 AD: (Fortify: +25%)
Turn 122, 175 AD: (City Defense: +70%)
Turn 122, 175 AD: (Hills Defense: +25%)
Turn 122, 175 AD: Mehmed's Horse Archer 14 (Horse Farm) is hit for 20 (80/100HP)
Turn 122, 175 AD: Louis XIV's Archer is hit for 19 (81/100HP)
Turn 122, 175 AD: Mehmed's Horse Archer 14 (Horse Farm) is hit for 20 (60/100HP)
Turn 122, 175 AD: Louis XIV's Archer is hit for 19 (62/100HP)
Turn 122, 175 AD: Louis XIV's Archer is hit for 19 (43/100HP)
Turn 122, 175 AD: Mehmed's Horse Archer 14 (Horse Farm) is hit for 20 (40/100HP)
Turn 122, 175 AD: Louis XIV's Archer is hit for 19 (24/100HP)
Turn 122, 175 AD: Mehmed's Horse Archer 14 (Horse Farm) is hit for 20 (20/100HP)
Turn 122, 175 AD: Mehmed's Horse Archer 14 (Horse Farm) is hit for 20 (0/100HP)
Turn 122, 175 AD: Louis XIV's Archer has defeated Mehmed's Horse Archer 14 (Horse Farm)!
Turn 122, 175 AD: Mehmed's Horse Archer 31 (Silver Lining) (6.00) vs Louis XIV's Archer (1.90)
Turn 122, 175 AD: Combat Odds: 99.9%
Turn 122, 175 AD: (Plot Defense: +45%)
Turn 122, 175 AD: (Fortify: +25%)
Turn 122, 175 AD: (City Defense: +70%)
Turn 122, 175 AD: (Hills Defense: +25%)
Turn 122, 175 AD: Louis XIV's Archer is hit for 22 (2/100HP)
Turn 122, 175 AD: Louis XIV's Archer is hit for 22 (0/100HP)
Turn 122, 175 AD: Mehmed's Horse Archer 31 (Silver Lining) has defeated Louis XIV's Archer!
Turn 122, 175 AD: You have captured Amiens!!!
Turn 122, 175 AD: The borders of Horse Farm have expanded!
Turn 122, 175 AD: Vercingetorix (Great General) has been born in Ravenna (Augustus Caesar)!
Turn 122, 175 AD: Nabu-rimanni (Great Scientist) has been born in a far away land!
Turn 122, 175 AD: Victoria has made peace with Churchill!
 
Spoiler Autolog part 2 :
Turn 123, 200 AD: The enemy has been spotted near Horse Farm!
Turn 123, 200 AD: The enemy has been spotted near St. Petersburg!
Turn 123, 200 AD: Horse Farm has become unhappy.
Turn 123, 200 AD: Marble Arch will become unhappy on the next turn.
Turn 123, 200 AD: Rheims has grown to size 6.
Turn 123, 200 AD: Rheims can hurry Work Boat for 1⇴ with 24ℤ overflow, 3ℴ added to the treasury, and +1⇤ for 39 turns.
Turn 123, 200 AD: Rostov has grown to size 5.
Turn 123, 200 AD: Churchill has 100 gold available for trade.
Turn 123, 200 AD: The borders of Ghuzz are about to expand.
Turn 123, 200 AD: The borders of St. Petersburg are about to expand.
Turn 123, 200 AD: Mehmed's Horse Archer 29 (Copper Summit) (6.00) vs Louis XIV's Spearman (11.00)
Turn 123, 200 AD: Combat Odds: 1.3%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Plot Defense: +40%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (Combat: +100%)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 14 (86/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 29 (Copper Summit) is hit for 26 (74/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 29 (Copper Summit) is hit for 26 (48/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 29 (Copper Summit) is hit for 26 (22/100HP)
Turn 123, 200 AD: Your Horse Archer 29 (Copper Summit) has withdrawn from combat with a Spearman!
Turn 123, 200 AD: Mehmed's Horse Archer 26 (Copper Summit) (6.00) vs Louis XIV's Spearman (9.60)
Turn 123, 200 AD: Combat Odds: 4.4%
Turn 123, 200 AD: (Plot Defense: +40%)
Turn 123, 200 AD: (Combat: +100%)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 15 (85/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 15 (70/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 15 (55/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 26 (Copper Summit) is hit for 25 (75/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 26 (Copper Summit) is hit for 25 (50/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 26 (Copper Summit) is hit for 25 (25/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 15 (40/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 26 (Copper Summit) is hit for 25 (0/100HP)
Turn 123, 200 AD: Louis XIV's Spearman has defeated Mehmed's Horse Archer 26 (Copper Summit)!
Turn 123, 200 AD: Your Horse Archer 26 (Copper Summit) has died trying to attack a Spearman!
Turn 123, 200 AD: Mehmed's Horse Archer 30 (Silver Lining) (7.20) vs Louis XIV's Spearman (9.46)
Turn 123, 200 AD: Combat Odds: 22.7%
Turn 123, 200 AD: (Extra Combat: -20%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Plot Defense: +40%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (Combat: +100%)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 16 (70/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 16 (54/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 30 (Silver Lining) is hit for 23 (77/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 30 (Silver Lining) is hit for 23 (54/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 30 (Silver Lining) is hit for 23 (31/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 16 (38/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 16 (22/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 16 (6/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 16 (0/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 30 (Silver Lining) has defeated Louis XIV's Spearman!
Turn 123, 200 AD: Your Horse Archer 30 (Silver Lining) has destroyed a Spearman!
Turn 123, 200 AD: Mehmed's Horse Archer 20 (Horse Farm) (7.80) vs Louis XIV's Axeman (8.75)
Turn 123, 200 AD: Combat Odds: 31.0%
Turn 123, 200 AD: (Extra Combat: -30%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Plot Defense: +40%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 18 (82/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 20 (Horse Farm) is hit for 21 (79/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 18 (64/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 18 (46/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 20 (Horse Farm) is hit for 21 (58/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 20 (Horse Farm) is hit for 21 (37/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 20 (Horse Farm) is hit for 21 (16/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 20 (Horse Farm) is hit for 21 (0/100HP)
Turn 123, 200 AD: Louis XIV's Axeman has defeated Mehmed's Horse Archer 20 (Horse Farm)!
Turn 123, 200 AD: Your Horse Archer 20 (Horse Farm) has died trying to attack a Axeman!
Turn 123, 200 AD: Mehmed's Horse Archer 16 (Copper Summit) (7.20) vs Louis XIV's Archer (7.05)
Turn 123, 200 AD: Combat Odds: 63.8%
Turn 123, 200 AD: (Extra Combat: -20%)
Turn 123, 200 AD: (Plot Defense: +40%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (City Defense: +70%)
Turn 123, 200 AD: Louis XIV's Archer is hit for 20 (80/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 20 (60/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 16 (Copper Summit) is hit for 19 (81/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 20 (40/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 20 (20/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 16 (Copper Summit) is hit for 19 (62/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 16 (Copper Summit) is hit for 19 (43/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 16 (Copper Summit) is hit for 19 (24/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 16 (Copper Summit) is hit for 19 (5/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 16 (Copper Summit) is hit for 19 (0/100HP)
Turn 123, 200 AD: Louis XIV's Archer has defeated Mehmed's Horse Archer 16 (Copper Summit)!
Turn 123, 200 AD: Your Horse Archer 16 (Copper Summit) has died trying to attack a Archer!
Turn 123, 200 AD: Mehmed's Horse Archer 18 (Copper Summit) (6.60) vs Louis XIV's Axeman (4.02)
Turn 123, 200 AD: Combat Odds: 96.2%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Plot Defense: +40%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 20 (26/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 18 (Copper Summit) is hit for 19 (81/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 20 (6/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 20 (0/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 18 (Copper Summit) has defeated Louis XIV's Axeman!
Turn 123, 200 AD: Your Horse Archer 18 (Copper Summit) has destroyed a Axeman!
Turn 123, 200 AD: Mehmed's Horse Archer 24 (Silver Lining) (6.60) vs Louis XIV's Spearman (3.44)
Turn 123, 200 AD: Combat Odds: 99.2%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Plot Defense: +40%)
Turn 123, 200 AD: (Combat: -25%)
Turn 123, 200 AD: (Combat: +100%)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 20 (20/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 24 (Silver Lining) is hit for 19 (81/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 24 (Silver Lining) is hit for 19 (62/100HP)
Turn 123, 200 AD: Louis XIV's Spearman is hit for 20 (0/100HP)
Turn 123, 200 AD: Mehmed's Horse Archer 24 (Silver Lining) has defeated Louis XIV's Spearman!
Turn 123, 200 AD: Your Horse Archer 24 (Silver Lining) has destroyed a Spearman!
Turn 123, 200 AD: Mehmed's Chariot 4 (Silver Lining) (4.17) vs Louis XIV's Archer (1.41)
Turn 123, 200 AD: Combat Odds: 99.8%
Turn 123, 200 AD: (Extra Combat: -20%)
Turn 123, 200 AD: (Plot Defense: +40%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (City Defense: +70%)
Turn 123, 200 AD: Mehmed's Chariot 4 (Silver Lining) is hit for 19 (68/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 20 (0/100HP)
Turn 123, 200 AD: Mehmed's Chariot 4 (Silver Lining) has defeated Louis XIV's Archer!
Turn 123, 200 AD: Your Chariot 4 (Silver Lining) has destroyed a Archer!
Turn 123, 200 AD: You have captured Rouen!!!
Turn 123, 200 AD: Mehmed's Chariot 2 (Horse Farm) (4.00) vs Louis XIV's Axeman (3.44)
Turn 123, 200 AD: Combat Odds: 71.2%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Plot Defense: +20%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (Class Attack: -100%)
Turn 123, 200 AD: Mehmed's Chariot 2 (Horse Farm) is hit for 18 (82/100HP)
Turn 123, 200 AD: Mehmed's Chariot 2 (Horse Farm) is hit for 18 (64/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 21 (79/100HP)
Turn 123, 200 AD: Mehmed's Chariot 2 (Horse Farm) is hit for 18 (46/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 21 (58/100HP)
Turn 123, 200 AD: Mehmed's Chariot 2 (Horse Farm) is hit for 18 (28/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 21 (37/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 21 (16/100HP)
Turn 123, 200 AD: Louis XIV's Axeman is hit for 21 (0/100HP)
Turn 123, 200 AD: Mehmed's Chariot 2 (Horse Farm) has defeated Louis XIV's Axeman!
Turn 123, 200 AD: Your Chariot 2 (Horse Farm) has destroyed a Axeman!
Turn 123, 200 AD: You have captured Cherbourg!!!
Turn 123, 200 AD: Mehmed's Catapult 2 (Istanbul) (5.00) vs Louis XIV's Archer (7.95)
Turn 123, 200 AD: Combat Odds: 11.2%
Turn 123, 200 AD: (Plot Defense: +65%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (City Defense: +70%)
Turn 123, 200 AD: (Hills Defense: +25%)
Turn 123, 200 AD: (City Attack: -20%)
Turn 123, 200 AD: Your Catapult 2 (Istanbul) has caused collateral damage! (1 Unit)
Turn 123, 200 AD: Mehmed's Catapult 2 (Istanbul) is hit for 25 (75/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 15 (85/100HP)
Turn 123, 200 AD: Mehmed's Catapult 2 (Istanbul) is hit for 25 (50/100HP)
Turn 123, 200 AD: Mehmed's Catapult 2 (Istanbul) is hit for 25 (25/100HP)
Turn 123, 200 AD: Mehmed's Catapult 2 (Istanbul) is hit for 25 (0/100HP)
Turn 123, 200 AD: Louis XIV's Archer has defeated Mehmed's Catapult 2 (Istanbul)!
Turn 123, 200 AD: Your Catapult 2 (Istanbul) has died trying to attack a Archer!
Turn 123, 200 AD: Mehmed's War Elephant 1 (Copper Summit) (9.60) vs Louis XIV's Archer (7.52)
Turn 123, 200 AD: Combat Odds: 71.1%
Turn 123, 200 AD: (Extra Combat: -20%)
Turn 123, 200 AD: (Plot Defense: +65%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (City Defense: +70%)
Turn 123, 200 AD: (Hills Defense: +25%)
Turn 123, 200 AD: Mehmed's War Elephant 1 (Copper Summit) is hit for 18 (82/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 21 (67/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 21 (46/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 21 (25/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 21 (4/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 21 (0/100HP)
Turn 123, 200 AD: Mehmed's War Elephant 1 (Copper Summit) has defeated Louis XIV's Archer!
Turn 123, 200 AD: Your War Elephant 1 (Copper Summit) has destroyed a Archer!
Turn 123, 200 AD: Mehmed's War Elephant 2 (Copper Summit) (9.60) vs Louis XIV's Archer (7.26)
Turn 123, 200 AD: Combat Odds: 82.6%
Turn 123, 200 AD: (Extra Combat: -20%)
Turn 123, 200 AD: (Plot Defense: +65%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (City Defense: +70%)
Turn 123, 200 AD: (Hills Defense: +25%)
Turn 123, 200 AD: Mehmed's War Elephant 2 (Copper Summit) is hit for 18 (82/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 22 (63/100HP)
Turn 123, 200 AD: Mehmed's War Elephant 2 (Copper Summit) is hit for 18 (64/100HP)
Turn 123, 200 AD: Mehmed's War Elephant 2 (Copper Summit) is hit for 18 (46/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 22 (41/100HP)
Turn 123, 200 AD: Mehmed's War Elephant 2 (Copper Summit) is hit for 18 (28/100HP)
Turn 123, 200 AD: Mehmed's War Elephant 2 (Copper Summit) is hit for 18 (10/100HP)
Turn 123, 200 AD: Louis XIV's Archer is hit for 22 (19/100HP)
Turn 123, 200 AD: Mehmed's War Elephant 2 (Copper Summit) is hit for 18 (0/100HP)
Turn 123, 200 AD: Louis XIV's Archer has defeated Mehmed's War Elephant 2 (Copper Summit)!
Turn 123, 200 AD: Your War Elephant 2 (Copper Summit) has died trying to attack a Archer!
Turn 123, 200 AD: Mehmed's War Elephant 3 (Marble Arch) (8.80) vs Louis XIV's Archer (1.62)
Turn 123, 200 AD: Combat Odds: 100.0%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Plot Defense: +65%)
Turn 123, 200 AD: (Fortify: +25%)
Turn 123, 200 AD: (City Defense: +70%)
Turn 123, 200 AD: (Hills Defense: +25%)
Turn 123, 200 AD: Louis XIV's Archer is hit for 26 (0/100HP)
Turn 123, 200 AD: Mehmed's War Elephant 3 (Marble Arch) has defeated Louis XIV's Archer!
Turn 123, 200 AD: Your War Elephant 3 (Marble Arch) has destroyed a Archer!
Turn 123, 200 AD: You have captured Chartres!!!
Turn 123, 200 AD: Clearing a Forest has created 30 ℤ for Silver Lining.
Turn 123, 200 AD: Clearing a Forest has created 30 ℤ for Copper Summit.
Turn 123, 200 AD: Marble Arch will grow to size 11 on the next turn.
Turn 123, 200 AD: Istanbul will grow to size 6 on the next turn.
Turn 123, 200 AD: Ankara will grow to size 7 on the next turn.
Turn 123, 200 AD: Rheims will grow to size 7 on the next turn.
Turn 123, 200 AD: Ghuzz will grow to size 4 on the next turn.
Turn 123, 200 AD: You have discovered Metal Casting!
Turn 123, 200 AD: The borders of Ghuzz have expanded!
Turn 123, 200 AD: The borders of St. Petersburg have expanded!
Turn 123, 200 AD: Neapolis (Julius Caesar) has been captured by the Roman Empire!!!
Turn 123, 200 AD: A Cottage has been destroyed by a marauding Barbarian Archer!

Turn 124, 225 AD: The enemy has been spotted near St. Petersburg!
Turn 124, 225 AD: The enemy has been spotted near St. Petersburg!
Turn 124, 225 AD: The enemy has been spotted near Yekaterinburg!
Turn 124, 225 AD: Horse Farm has become happy.
Turn 124, 225 AD: Marble Arch has grown to size 11.
Turn 124, 225 AD: Marble Arch has become unhappy.
Turn 124, 225 AD: Marble Arch can hurry Horse Archer for 1⇴ with 28ℤ overflow and +1⇤ for 18 turns.
Turn 124, 225 AD: Edirne can hurry Catapult for 2⇴ with 40ℤ overflow and +1⇤ for 10 turns.
Turn 124, 225 AD: Ankara has grown to size 7.
Turn 124, 225 AD: Ankara can hurry Hammam for 3⇴ with 22ℤ overflow and +1⇤ for 36 turns.
Turn 124, 225 AD: Rheims has grown to size 7.
Turn 124, 225 AD: Rheims has become unhappy.
Turn 124, 225 AD: Ghuzz has grown to size 4.
Turn 124, 225 AD: Ghuzz can hurry Galley for 1⇴ with 5ℤ overflow and +1⇤ for 24 turns.
Turn 124, 225 AD: St. Petersburg can hurry Archer for 1⇴ with 20ℤ overflow, 2ℴ added to the treasury, and +1⇤ for 14 turns.
Turn 124, 225 AD: Suleiman is the worst enemy of Victoria.
Turn 124, 225 AD: Churchill will trade Monotheism
Turn 124, 225 AD: Clearing a Forest has created 16 ℤ for Rostov.
Turn 124, 225 AD: Clearing a Forest has created 24 ℤ for Silver Lining.
Turn 124, 225 AD: Mehmed's Horse Archer 6 (Silver Lining) (6.60) vs Louis XIV's Spearman (8.80)
Turn 124, 225 AD: Combat Odds: 21.9%
Turn 124, 225 AD: (Extra Combat: -10%)
Turn 124, 225 AD: (Extra Combat: +10%)
Turn 124, 225 AD: (Plot Defense: +20%)
Turn 124, 225 AD: (Fortify: +15%)
Turn 124, 225 AD: (Combat: -25%)
Turn 124, 225 AD: (Combat: +100%)
Turn 124, 225 AD: Mehmed's Horse Archer 6 (Silver Lining) is hit for 23 (77/100HP)
Turn 124, 225 AD: Louis XIV's Spearman is hit for 17 (83/100HP)
Turn 124, 225 AD: Louis XIV's Spearman is hit for 17 (66/100HP)
Turn 124, 225 AD: Louis XIV's Spearman is hit for 17 (49/100HP)
Turn 124, 225 AD: Mehmed's Horse Archer 6 (Silver Lining) is hit for 23 (54/100HP)
Turn 124, 225 AD: Mehmed's Horse Archer 6 (Silver Lining) is hit for 23 (31/100HP)
Turn 124, 225 AD: Louis XIV's Spearman is hit for 17 (32/100HP)
Turn 124, 225 AD: Louis XIV's Spearman is hit for 17 (15/100HP)
Turn 124, 225 AD: Mehmed's Horse Archer 6 (Silver Lining) is hit for 23 (8/100HP)
Turn 124, 225 AD: Louis XIV's Spearman is hit for 17 (0/100HP)
Turn 124, 225 AD: Mehmed's Horse Archer 6 (Silver Lining) has defeated Louis XIV's Spearman!
Turn 124, 225 AD: Your Horse Archer 6 (Silver Lining) has destroyed a Spearman!
Turn 124, 225 AD: You have captured Poitiers!!!
Turn 124, 225 AD: Your Horse Archer 2 (Silver Lining) has destroyed a Worker!
Turn 124, 225 AD: You have captured a Worker
Turn 124, 225 AD: Your Horse Archer 12 (Copper Summit) has destroyed a Worker!
Turn 124, 225 AD: You have captured a Worker
Turn 124, 225 AD: Horse Farm will become unhappy on the next turn.
Turn 124, 225 AD: Victoria has 100 gold available for trade.
Turn 124, 225 AD: Louis XIV refuses to talk.
Turn 124, 225 AD: You are the worst enemy of Suleiman.
Turn 124, 225 AD: Suleiman is the worst enemy of Victoria.
Turn 124, 225 AD: Augustus Caesar is the worst enemy of Julius Caesar.
Turn 124, 225 AD: Julius Caesar is the worst enemy of Augustus Caesar.
Turn 124, 225 AD: Napoleon is the worst enemy of Louis XIV.
Turn 124, 225 AD: Louis XIV is the worst enemy of Napoleon.
Turn 124, 225 AD: Victoria is the worst enemy of Churchill.
Turn 124, 225 AD: Catherine will trade Monotheism
Turn 124, 225 AD: Churchill will trade Monotheism
Turn 124, 225 AD: Victoria will trade Monotheism
Turn 124, 225 AD: Horse Farm will grow to size 9 on the next turn.
Turn 124, 225 AD: Edirne will grow to size 4 on the next turn.
Turn 124, 225 AD: Ankara will grow to size 5 on the next turn.
Turn 124, 225 AD: Beach Club will grow to size 2 on the next turn.
Turn 124, 225 AD: Isaac Newton (Great Scientist) has been born in Silver Lining (Mehmed)!
Turn 124, 225 AD: You have trained a Work Boat in Horse Farm. Work has now begun on a Forge.
Turn 124, 225 AD: You have constructed a Hammam in Ankara. Work has now begun on a Forge.
Turn 124, 225 AD: Louis XIV's Spearman (4.40) vs Mehmed's Horse Archer 31 (Silver Lining) (3.63)
Turn 124, 225 AD: Combat Odds: 73.4%
Turn 124, 225 AD: (Extra Combat: -10%)
Turn 124, 225 AD: (Extra Combat: +10%)
Turn 124, 225 AD: (Combat: -100%)
Turn 124, 225 AD: (Combat: +25%)
Turn 124, 225 AD: Mehmed's Horse Archer 31 (Silver Lining) is hit for 22 (78/100HP)
Turn 124, 225 AD: Louis XIV's Spearman is hit for 18 (82/100HP)
Turn 124, 225 AD: Mehmed's Horse Archer 31 (Silver Lining) is hit for 22 (56/100HP)
Turn 124, 225 AD: Mehmed's Horse Archer 31 (Silver Lining) is hit for 22 (34/100HP)
Turn 124, 225 AD: Mehmed's Horse Archer 31 (Silver Lining) is hit for 22 (12/100HP)
Turn 124, 225 AD: Mehmed's Horse Archer 31 (Silver Lining) is hit for 22 (0/100HP)
Turn 124, 225 AD: Louis XIV's Spearman has defeated Mehmed's Horse Archer 31 (Silver Lining)!
Turn 124, 225 AD: While defending, your Horse Archer 31 (Silver Lining) was destroyed by a French Spearman!
Turn 124, 225 AD: A Fishing Boats has been destroyed by a marauding Barbarian Galley!

Turn 125, 250 AD: The enemy has been spotted near Ghuzz!
Turn 125, 250 AD: The enemy has been spotted near Istanbul!
Turn 125, 250 AD: The enemy has been spotted near St. Petersburg!
Turn 125, 250 AD: Silver Lining can hurry Forge for 3⇴ with 34ℤ overflow and +1⇤ for 10 turns.
Turn 125, 250 AD: Horse Farm has grown to size 9.
Turn 125, 250 AD: Horse Farm has become unhappy.
Turn 125, 250 AD: Copper Summit can hurry Forge for 3⇴ with 33ℤ overflow and +1⇤ for 10 turns.
Turn 125, 250 AD: Marble Arch can hurry Forge for 4⇴ with 28ℤ overflow and +1⇤ for 17 turns.
Turn 125, 250 AD: Ankara has become happy.
Turn 125, 250 AD: Rheims can hurry Work Boat for 1⇴ with 24ℤ overflow, 9ℴ added to the treasury, and +1⇤ for 37 turns.
Turn 125, 250 AD: Yekaterinburg can hurry Courthouse for 2⇴ with 4ℤ overflow and +1⇤ for 10 turns.
Turn 125, 250 AD: Beach Club has grown to size 2.
Turn 125, 250 AD: Amiens will be pacified on the next turn.
Turn 125, 250 AD: Cherbourg will be pacified on the next turn.
Turn 125, 250 AD: Chartres will be pacified on the next turn.
Turn 125, 250 AD: Napoleon has 90 gold available for trade.
Turn 125, 250 AD: Louis XIV has 80 gold available for trade.
Turn 125, 250 AD: Louis XIV is willing to negotiate.
Turn 125, 250 AD: Louis XIV will trade Calendar
Turn 125, 250 AD: Napoleon will trade Wine
Turn 125, 250 AD: Will Sign Peace Treaty: Louis XIV
Turn 125, 250 AD: Clearing a Forest has created 16 ℤ for Rostov.
Turn 125, 250 AD: Rheims will grow to size 8 on the next turn.
Turn 125, 250 AD: Ghuzz will grow to size 5 on the next turn.
Turn 125, 250 AD: Rostov will grow to size 6 on the next turn.
 
Sounds like solid progress against Louis, nocho! :goodjob: Barbs are causing some trouble, looks like...especially naval trouble. :(

I will need to look at the save for more detailed comments. Our economy needs work (as always!), especially if we are going to have to tech to Astro. The spy set up for Catherine sounds good, a tech steal or two at the top of the tree would be very handy. Especially if we have to conserve our cash to fund our deficit...not good news there.
 
OK, took a look at the save. Some thoughts:

- Courthouses are much needed to control our costs. Some markets in our larger cities would not be a bad idea either.
- We should sell spare health resources to Julius and Napoleon for their gold/turn. They have 2 gpt each available, and we need every bit we can get.
- Suleiman needs to die. His culture is stealing important tiles, like our gems! :( He has to go sometime, and I favor sooner rather than later.
- Peteropolis (NE of Louis) is not a holy city but does have religion (Christianity)! We should spare a unit to go see what kind of defenses it has, and if it isn't too bad we should conquer it to start gaining some religious spreads.
- We are going to want to squeeze a city in on the coast between Yekaterinberg and Poitiers (the gold city) to claim the gems there, along with a seafood. The city will pay for itself once the gems are online, and we need the happiness (at least until Suleiman dies and Edirne gets its gems back.) We will need some naval units on the northern coast before we can reliably keep our seafood there safe, though.
- We can see what looks like 6 barb holy cities now. Probably the last is in the NW beyond the Romans. More exploration! :D Nice work on the exploring effort, nocho!
- Julius and Victoria have Feudalism, others will probably get it soon. Despite our economic situation we should push conquest hard while the AIs still lack longbows.
- We definitely want Louis' core cities. We have gotten his small cities, but we certainly want his best cities before we accept peace. Assuming we do accept peace at all...only real reason to do so would be to extort Calendar from him. We do need the tech, but let's grab his good cities first.
- Rostov should whip the library, which will get us the first border pop after another couple turns. With the first border expansion the city tile starts getting a BIG boost in culture/turn, which should finally start knocking down Cathy's influence. We are going to have to deal with Cathy, though, and soon-ish.
- Napoleon...tempting to conquer him too. :lol: His cities will put a ton of cultural pressure on Louis' core once we capture it, and he only has 4 cities. It would be nice to control the entire east and not have to worry about anything but barbs in our back lines. Not that the barbs aren't being annoying, but it would make later wars in the west much simpler.
- Next tech...Machinery looks pretty good, and crossbows could be quite useful. Roman praetorians, anyone? :D We do need Calendar, but hopefully can get it from someone. Heading for Optics could also be nice for naval advantage, plus whales which we could found a city SE of Edirne to grab. Hmmm, probably Machinery first.
 
- Courthouses are much needed to control our costs. Some markets in our larger cities would not be a bad idea either.
I'm not overly excited about markets if it's for the gold multiplier. I like them more for hiring merchants, so maybe in high food cities like MA, Ankara or Rheims. I guess one of these will be NE city (if we even want that..) so then more spec slots are fine.

CHs, certainly. We're organized so they're pretty easily whippable (2 pop after a turn of investment).

- We should sell spare health resources to Julius and Napoleon for their gold/turn. They have 2 gpt each available, and we need every bit we can get.
That's be fine.

- Suleiman needs to die. His culture is stealing important tiles, like our gems! :( He has to go sometime, and I favor sooner rather than later.
Well yeah. Maybe some more units need to be built to finish off Louis, but the next batch of units for Cathy can get some practice on Suleiman AND some barb cities.

- Peteropolis (NE of Louis) is not a holy city but does have religion (Christianity)! We should spare a unit to go see what kind of defenses it has, and if it isn't too bad we should conquer it to start gaining some religious spreads.
Peteropolis has at least a longbow, I remember from my previous (!) set. It must've been pre-settled by the mapmaker despite it not being holy. The name isn't standard. I guess the Christian holy city is east of that one.

By the way, the buddh holy city was filled with 6 archers no less, with some more roaming south.

- We are going to want to squeeze a city in on the coast between Yekaterinberg and Poitiers (the gold city) to claim the gems there, along with a seafood. The city will pay for itself once the gems are online, and we need the happiness (at least until Suleiman dies and Edirne gets its gems back.) We will need some naval units on the northern coast before we can reliably keep our seafood there safe, though.
We'll also need a navy to get to that northern, presumably holy, barb city, so fine with me.

- We can see what looks like 6 barb holy cities now. Probably the last is in the NW beyond the Romans. More exploration! :D Nice work on the exploring effort, nocho!
Thanks. ;) Did my best, indeed should do more scouting. Maybe the galley to the west can also transport the scout to the English Island (aka Eng-land :p) and then possibly round our continent clockwise northward to look there.

- Julius and Victoria have Feudalism, others will probably get it soon. Despite our economic situation we should push conquest hard while the AIs still lack longbows.
Yup. :yup:

- We definitely want Louis' core cities. We have gotten his small cities, but we certainly want his best cities before we accept peace. Assuming we do accept peace at all...only real reason to do so would be to extort Calendar from him. We do need the tech, but let's grab his good cities first.
Indeed, most certainly Tours and Orleans but might as well finish him off. Guess we'll get calendar in trade somehow anyway while Louis already did us the favour of improving all those tiles, so we don't actually need calendar all that bad (well, the bananas near Edirne but that's about it IIRC).

- Rostov should whip the library, which will get us the first border pop after another couple turns. With the first border expansion the city tile starts getting a BIG boost in culture/turn, which should finally start knocking down Cathy's influence. We are going to have to deal with Cathy, though, and soon-ish.
Yeah. Some more untis will dramatically lower the odds too.

- Napoleon...tempting to conquer him too. :lol: His cities will put a ton of cultural pressure on Louis' core once we capture it, and he only has 4 cities. It would be nice to control the entire east and not have to worry about anything but barbs in our back lines. Not that the barbs aren't being annoying, but it would make later wars in the west much simpler.
Paris does look nice enough. Maybe he's a good candidate to be vassaled if we get his cap. I know we need not as we'll eliminate Louis, but Nap could fill out some land for us towards domination.

- Next tech...Machinery looks pretty good, and crossbows could be quite useful. Roman praetorians, anyone? :D We do need Calendar, but hopefully can get it from someone. Heading for Optics could also be nice for naval advantage, plus whales which we could found a city SE of Edirne to grab. Hmmm, probably Machinery first.
Machinery looks most all round, that's why I chose it, but we'll have to fix the economy a bit first though, as you noted.

I'm wondering if we go straight astronomy and trade for feudalism and calendar, if that could be enough, tech wise. Maybe engineering for trebs and road movement, but not a lot more may be needed (literature for HE). I'm specifically thinking of bypassing the whole CS-paper-edu-philo thing. Unless we wanna lib astro instead, of course.

On the GS, maybe I fancy a GA. Possibly we could go representation for a while after we assemble an army for Cathy. That might be in, say, 10 turns from now or so.
 
City builds if we are going for a domination victory most of our cities should just end up with the basics.. Gran - Barracks - Forge - Ch - Lh and not much else. So don't fancy markets etc,

Picking up what we can in gold is always a good thing and we will have a lot of spare resources so yep sell what we can.

Tech.. Running a golden age and changing to rep/caste would give us a big boost to our tech rate and agree machinery - optics seems a good move,

Note I guess Nap will declare on Louis very soon?
 
I was thinking about markets for the economic benefit, but some merchant specialists would not hurt either. Yes, they are expensive to build. But when we are running a non-trivial deficit at 0% science we need to consider slotting a few into our larger cities' build queues. In our better commerce cities they will be well worth it.

I agree that our main focus will continue to be warfare, so most cities can stick to minimal infrastructure. But we need to keep some economy going, whether that is Rep + specialists or lots of cottages or whatever. Something has to fund our mighty military, after all. :D

I agree that we may not need the whole path to Liberalism, at least as long as none of the AIs get too far ahead of us in tech. Somewhat ahead, we can live with, but no runaways. I think we will want Engineering for the road movement, plus trebs and pikes. We may want CS as well for macemen, but maybe we can live without it? If we can pick up Guilds for knights then we could definitely live without macemen. We will need to push through to Astro it looks like, but hopefully some bulbing could help there. We should consider what we need to avoid to get some bulbs along the Astro line.

Who is up next? With adrianj in Australia I am not sure of the play order.
 
I was thinking about markets for the economic benefit, but some merchant specialists would not hurt either. Yes, they are expensive to build. But when we are running a non-trivial deficit at 0% science we need to consider slotting a few into our larger cities' build queues. In our better commerce cities they will be well worth it.Atm a market in SL will give + 10 gold per turn with 15 turns to build it. So in one of our best "commerce" cities the payback takes a long time. Obviously this can be done a lot quicker but if were stuck I would rather build wealth boosted by forges for a couple of turns. Rep scientists in caste will let us run as many as we can and provide 6 beakers per turn. Just seems the way to go to me.. ;)

I agree that our main focus will continue to be warfare, so most cities can stick to minimal infrastructure. But we need to keep some economy going, whether that is Rep + specialists or lots of cottages or whatever. Something has to fund our mighty military, after all. :D Rep scientists and conquest gold :lol:

I agree that we may not need the whole path to Liberalism, at least as long as none of the AIs get too far ahead of us in tech. Somewhat ahead, we can live with, but no runaways. I think we will want Engineering for the road movement, plus trebs and pikes. We may want CS as well for macemen, but maybe we can live without it? If we can pick up Guilds for knights then we could definitely live without macemen. We will need to push through to Astro it looks like, but hopefully some bulbing could help there. We should consider what we need to avoid to get some bulbs along the Astro line.Have to check but normally to fast bulb Astro you need to avoid Med and CS/Theology to avoid paper. Def don't see any point in going the Lib route to Astro

Who is up next? With adrianj in Australia I am not sure of the play order.

Actually I think if we can avoid opening paper bulbing philosophy would enable us to put a bulb into astro later on.
 
I am not quite sure of the level of PPP required at this point.

By rule we need to eliminate Louis or Nappy, so in the short run,

1) continue warring on Louis
2) don't go broke
3) try not to lose any cities to barbs
4) try not to get into any new wars
5) get forges up most everywhere in a "rolling" fashion so troop additions are constant
6) whip off unimproved tiles if we can't run scientists
7) no civic changes
8) get culture buildings in Rostov if available

Great Scientist bulb preferences through Astronomy. sleepless is correct in that we can bulb on the Astro line if we avoid opening Paper. That means no CS or Theology in the short run. It also means we need to get Machinery and Optics one way or another.
Spoiler :
Great Scientist:
Writing
Mathematics
Scientific Method
Physics
Education
Printing Press
Fiber Optics
Computers
Laser (BTS)
The Wheel
Alphabet (BTS)
Philosophy
Chemistry
Fission
Fusion
Optics
Paper
Astronomy


What am I missing?
 
I continue to think markets are a good idea in our high commerce cities. If it takes 15 turns to construct a market in SL, which would yield 10 gpt, then total payoff time is approximately 30 turns. Add a bit for opportunity costs, etc., and call it ~35 turns.

Do we think this game will last more than 35 more turns?

I think the answer is clearly yes. I think this game will likely last quite a lot more than 35 more turns. So building a market in SL (and maybe some other cities) makes sense. This does not even consider the 2 merchant slots or the additional happiness the market provides -- 2 right now (furs and ivory) and up to 4 eventually (whales once we have Optics, silk if/when we control some). And we are not going deep enough into the tech tree to ever obsolete any of the market resources.

What am I missing?

Some markets? :lol:

Overall I think your general guidelines are good. I would like to see our economic position significantly improved, but right now we need to push conquest hard while some AIs do not yet have longbows. We can consolidate gains and repair our economy once Louis has been crushed. But if you have a chance to fit in a market or two in our best commerce cities, I would do so.
 
I would like to expand upon the question in my last post -- how long do we think this game will last?

The answer to this question will drive a lot of our policies and decisions. If the future is relatively short, then investing in expensive infrastructure (markets, etc.) makes much less sense. We can get by with stop-gap measures such as building wealth or running library scientists to sustain our economy and research. But if the future is relatively long, then we should be looking to grow cities larger, build critical infrastructure, and sustain a balanced economy.

I will repeat this list from earlier. Items in bold are not yet completed.

Game Objectives

1) Achieve victory other than conquest - not yet, leaning towards domination
2) At least one civ from each pair must be eliminated or vassalized (by anybody)
2a) Ottoman - not yet, need to clean up Suleiman's last city at some point
2b) Russian - done, Peter eliminated
2c) French - not yet, at war with Louis now
2d) Roman
2e) English
3) No one else can control a holy city - 0 of 7 so far
4) All of our cities must have at least 2 religions - no cities have any religion yet
5) Have at least 70 temples in our cities - 0 of 70 temples built so far
6) Enter and remain in Free Religion once Liberalism is learned - tech not learned so no need (so far)

We have a lot still to do. A LOT. I would guess that we have easily 100 more turns to go in this game, and maybe more. So we should be thinking longer term. That is enough time for some of the AIs to advance quite a bit more in tech, so we are probably going to need some more military tech ourselves. Engineering for certain, probably Guilds for knights. Plus Astro to reach all the barb holy cities. Lots more military for the Romans and English, plus anyone else we choose to fight along the way. (We may want to leave Catherine alone, just because of the time involved in fighting her.) Not to mention all the religious requirements.

We still need to be thinking long term. It is not yet time to stop all infrastrure investment and build nothing but units and wealth.
 
I think haphazard1 is right about markets in our high commerce cities.
I also think that we should start thinking about objective 3: No one else can control a holy city.
By far the easiest way of making sure of this, is to grab these cities for ourselves. So I think we should start making forces to do this. Maybe use units built in our cities farthest from the front for this.
 
One additional suggestion, Ronnie1: build some archers and send them to garrison our new cities, freeing up the more valuable units currently stuck on that task. Throwing a couple more cheap units into Rostov to suppress the flip chance might be a good idea as well. Finally getting the first border pop there should start boosting our control of the center tile, so hopefully the revolt chance will start dropping.

On grabbing a holy city, I agree that we need to be working on this. One complication to consider is that once we have religion, it will almost certainly spread to AIs. And once that happens they will start spreading it themselves -- AIs love religion. And then one of them is going to build the AP. If there is only a single religion available, we could see AP victory votes a lot sooner than would be possible in a "normal" game. :(

Do we try to pre-empt this by building the AP ourselves? This would require teching Theology, which would block our bulb path for Astro. :( So maybe we just take the risk and let an AI build it? Could cause problems for us later, with "stop the war" votes and even victory votes. (We barely avoided an AP loss on the last turn in SGOTM19...would hate to see a trend developing! :lol:) But I don't really see us building the AP ourselves.

An alternative would be to wait on taking barb holy cities until we can grab two, and then hope the random spread leads to some AIs adopting different relgions. We might still get unlucky with random spreads, but it would provide some protection against one religion everywhere producing an AP love fest.
 
I will say there might be along way still to go in this game but the AI will not cause us any problems. Look at the amount of cities they have. Whatever happens we will crush them very easily.

I would like to see in Ronnies turnset units attacking the hindu island and probably a few HA's for the Christian city to the East. Would also recommend adopting OR when we next change civics as well. Save the bother of building monasteries for faster spread. We don't need to adopt a religion.

Finally hoping for a lot less than 100 turns in this game. :)
 
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