SGOTM 22 - Insolita Suspicatur

OK then, the main thing is that we know/check what we're doing (not pointing fingers at who is right or wrong- esp when it is me who is wrong):lol:

Go 4 it.:goodjob:
 
Good work on the warring! Sorry I have mot been around to comment; more medical stuff has been taking my time. :( Still not able to open saves, so certainly do not wait on me.

Wonders...ouch. :( Lots of late teching is going to be needed, looks like. Well, we knew it could be a problem.
 
Turn 176 we have guilds and CS and are 6 turns from gunpowder.

Things have become complicated but its nothing to worry about.

First sal and Darius made peace after 2 turns so I didnt want to attack him to early. Then sal started to plot against us after we ignored his religion. It couldnt be dar he is plotting against because they still had a peace threaty by then. When the peace threaty was over Dar startet to plot again so he is probably after a revanch against Sal. On top of that Brennus has parked his army in a city just outside our borderhe is not plotting or anything it just stands there. I dont know what is in his mind. I have never seen an AI place his army in an bordercity like that.

Our attacking army is
11 praets
4 WE
5 cats
5 trebs
3 Maces

When Sal started to plot against us we OB with darius to get our northen army home.

Logs:
Spoiler :
Turn 159, 980 AD: You have made peace with Hannibal!
Turn 159, 980 AD: You have constructed a Forge in Hadrumetum. Work has now begun on a Trireme.
Turn 159, 980 AD: John Honeyman (Great Spy) has been born in Gordium (Darius I)!
Turn 159, 980 AD: University of Sankore has been built in a far away land!
Turn 159, 980 AD: Angkor Wat has been built in a far away land!
Turn 159, 980 AD: Darius I has made peace with Saladin!

Turn 160, 1000 AD: You have trained a Catapult in Irony. Work has now begun on a Trebuchet.
Turn 160, 1000 AD: The borders of Utica have expanded!
Turn 160, 1000 AD: You have constructed a Granary in Carthage. Work has now begun on a Library.
Turn 160, 1000 AD: Saladin adopts Caste System!

Turn 161, 1010 AD: The borders of Carthage have expanded!
Turn 161, 1010 AD: Al-Kindi (Great Scientist) has been born in Tolosa (Brennus)!

Turn 162, 1020 AD: You have constructed a Library in Carthage. Work has now begun on a Forge.

Turn 163, 1030 AD: You have trained a Praetorian in The Rome. Work has now begun on a Praetorian.
Turn 163, 1030 AD: You have trained a Praetorian in Wineyard. Work has now begun on a Forge.
Turn 163, 1030 AD: You have trained a Trireme in Hadrumetum. Work has now begun on a Work Boat.
Turn 163, 1030 AD: You have constructed a Library in Utica. Work has now begun on a Barracks.
Turn 163, 1030 AD: Rabbi Akiva (Great Prophet) has been born in Kish (Gilgamesh)!

Turn 165, 1050 AD: You have discovered Civil Service!
Turn 165, 1050 AD: You have trained a Praetorian in The Rome. Work has now begun on a Praetorian.
Turn 165, 1050 AD: You have trained a Work Boat in Hadrumetum. Work has now begun on a Work Boat.
Turn 165, 1050 AD: Zara Yaqob adopts Universal Suffrage!
Turn 165, 1050 AD: Zara Yaqob adopts Bureaucracy!

Turn 166, 1060 AD: The revolution has begun!!!
Turn 166, 1060 AD: Julius Caesar adopts Bureaucracy!
Turn 166, 1060 AD: Julius Caesar's Trireme 1 (Fishy) (2.20) vs Barbarian's Galley (1.42)
Turn 166, 1060 AD: Combat Odds: 91.0%
Turn 166, 1060 AD: (Extra Combat: -10%)
Turn 166, 1060 AD: (Plot Defense: +10%)
Turn 166, 1060 AD: (Class Attack: -50%)
Turn 166, 1060 AD: Barbarian's Galley is hit for 24 (76/100HP)
Turn 166, 1060 AD: Barbarian's Galley is hit for 24 (52/100HP)
Turn 166, 1060 AD: Julius Caesar's Trireme 1 (Fishy) is hit for 16 (84/100HP)
Turn 166, 1060 AD: Barbarian's Galley is hit for 24 (28/100HP)
Turn 166, 1060 AD: Barbarian's Galley is hit for 24 (4/100HP)
Turn 166, 1060 AD: Julius Caesar's Trireme 1 (Fishy) is hit for 16 (68/100HP)
Turn 166, 1060 AD: Julius Caesar's Trireme 1 (Fishy) is hit for 16 (52/100HP)
Turn 166, 1060 AD: Barbarian's Galley is hit for 24 (0/100HP)
Turn 166, 1060 AD: Julius Caesar's Trireme 1 (Fishy) has defeated Barbarian's Galley!
Turn 166, 1060 AD: The anarchy is over! Your government is re-established.

Turn 167, 1070 AD: You have trained a Chariot in The Rome. Work has now begun on a Chariot.

Turn 168, 1080 AD: You have trained a Chariot in The Rome. Work has now begun on a Chariot.
Turn 168, 1080 AD: You have trained a Work Boat in Hadrumetum. Work has now begun on a Lighthouse.
Turn 168, 1080 AD: Zara Yaqob is the first to discover Liberalism!

Turn 169, 1090 AD: You have trained a Chariot in The Rome. Work has now begun on a Chariot.
Turn 169, 1090 AD: Confucianism has spread in Wineyard.

Turn 170, 1100 AD: You have trained a Chariot in The Rome. Work has now begun on a Maceman.
Turn 170, 1100 AD: The borders of Wineyard have expanded!
Turn 170, 1100 AD: Hannibal adopts Bureaucracy!
Turn 170, 1100 AD: Barbarian's Galley (2.00) vs Julius Caesar's Trireme 3 (Hadrumetum) (3.20)
Turn 170, 1100 AD: Combat Odds: 4.4%
Turn 170, 1100 AD: (Plot Defense: +10%)
Turn 170, 1100 AD: (Class Defense: +50%)
Turn 170, 1100 AD: Julius Caesar's Trireme 3 (Hadrumetum) is hit for 15 (85/100HP)
Turn 170, 1100 AD: Barbarian's Galley is hit for 25 (75/100HP)
Turn 170, 1100 AD: Julius Caesar's Trireme 3 (Hadrumetum) is hit for 15 (70/100HP)
Turn 170, 1100 AD: Julius Caesar's Trireme 3 (Hadrumetum) is hit for 15 (55/100HP)
Turn 170, 1100 AD: Julius Caesar's Trireme 3 (Hadrumetum) is hit for 15 (40/100HP)
Turn 170, 1100 AD: Julius Caesar's Trireme 3 (Hadrumetum) is hit for 15 (25/100HP)
Turn 170, 1100 AD: Barbarian's Galley is hit for 25 (50/100HP)
Turn 170, 1100 AD: Barbarian's Galley is hit for 25 (25/100HP)
Turn 170, 1100 AD: Barbarian's Galley is hit for 25 (0/100HP)
Turn 170, 1100 AD: Julius Caesar's Trireme 3 (Hadrumetum) has defeated Barbarian's Galley!

Turn 171, 1110 AD: You have trained a Maceman in The Rome. Work has now begun on a Maceman.
Turn 171, 1110 AD: You have constructed a Forge in Carthage. Work has now begun on a Barracks.
Turn 171, 1110 AD: Saladin adopts Slavery!
Turn 171, 1110 AD: Saladin adopts Mercantilism!

Turn 172, 1120 AD: You have constructed a Lighthouse in Hadrumetum. Work has now begun on a Library.
Turn 172, 1120 AD: Islam has been founded in Nibru!

Turn 173, 1130 AD: You have trained a Maceman in The Rome. Work has now begun on a Maceman.

Turn 174, 1140 AD: You have trained a Work Boat in Fishy. Work has now begun on a Forge.
Turn 174, 1140 AD: The borders of Carthage have expanded!

Turn 175, 1150 AD: Carthage has grown to size 9.
Turn 175, 1150 AD: Darius I has 80 gold available for trade.
Turn 175, 1150 AD: Irony will grow to size 5 on the next turn.
Turn 175, 1150 AD: Hadrumetum will grow to size 8 on the next turn.
Turn 175, 1150 AD: You have discovered Guilds!
Turn 175, 1150 AD: Confucianism has spread in Irony.

Turn 176, 1160 AD: Irony has grown to size 5.
Turn 176, 1160 AD: Hadrumetum has grown to size 8.
Turn 176, 1160 AD: Hadrumetum can hurry Barracks for 1⇴ with 34ℤ overflow and +1⇤ for 37 turns.
Turn 176, 1160 AD: Gilgamesh has 160 gold available for trade.
Turn 176, 1160 AD: Saladin has 220 gold available for trade.
Turn 176, 1160 AD: Gilgamesh has 8 gold per turn available for trade.
Turn 176, 1160 AD: Saladin has 8 gold per turn available for trade.
Turn 176, 1160 AD: Gilgamesh won't trade Spices
Turn 176, 1160 AD: Saladin won't trade Silk
Turn 176, 1160 AD: Clearing a Forest has created 30 ℤ for Carthage.
Turn 176, 1160 AD: Clearing a Forest has created 30 ℤ for The Rome.
Turn 176, 1160 AD: Clearing a Forest has created 13 ℤ for Irony.
Turn 176, 1160 AD: Hannibal converts to Hinduism!
 

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I'm really unsure on how to proceed. We have room for 2 more cities so a near war would be kinda good for our eco even if it doesn't mean faster cannons. The alternatives as I se it is:

1:Attack Sal before he attack us. Save 2 cities from him.

2:Wait and hope that Dar attack Sal before he attack us. Then we "backstab" darius and save his near cities for ourself.

3:Wait and hope for dar against sal again but then we go after the weak target brennus.

4:Stay calm until cannons and then go on a world a mayhem tour.

:think::think::think:
Please let me know of your opinion and Hap and DH just let me know if you want more screenies. The only other thing that have happend is that our cities has grown a bit.
 
3:Wait and hope for dar against sal again but then we go after the weak target brennus.
I don't think we should start a war until AIs are at war. We don't want to get piled on.
Brennus likes his neighbors and his enemies are on the other side of us. So, he is parked by us. He doesn't like us much, so we could become a target of opportunity for him. Nice that we could ambush his stack since it is on our border.
 
I don't think we should start a war until AIs are at war. We don't want to get piled on.
Brennus likes his neighbors and his enemies are on the other side of us. So, he is parked by us. He doesn't like us much, so we could become a target of opportunity for him. Nice that we could ambush his stack since it is on our border.

I'm pretty sure he will dagger us.

I'd do whichever path gets us to cannons fastest. That probably means wait it out and see how the dow's go. I haven't looked at the save, though- it could be that economy requires some conquest?
 
Ok lets wait and see what the AIs are up to. Cannons are only ~25 turns away. I don't thinkt the gain from 2 extra cities would speed that up.

PPP (until cannons or someone DoWs us):
Tech:
GP->Bulb chem->Steel

Builds:
Units+wealth in north+finish forges in fishy and Wy.

Diplo:
Stay neutral
 
Green

I assume we have two Great Scientists sitting around playing with their beakers?
 
Sal attacked us after 8 turns. I would say that I'm not in fear of his stack.

I have to hand over to KCD now to finish this. We are 2 turns from getting the second scientsist for the bulb in Fishy then we have banked money so that we could almost 100% teching steel after that. Steel would be approx. 17 turns away.

Logs:
Spoiler :
Turn 178, 1180 AD: Barbarian's Galley (1.71) vs Julius Caesar's Trireme 1 (Fishy) (3.40)
Turn 178, 1180 AD: Combat Odds: 0.9%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: (Extra Combat: +10%)
Turn 178, 1180 AD: (Plot Defense: +10%)
Turn 178, 1180 AD: (Class Defense: +50%)
Turn 178, 1180 AD: Julius Caesar's Trireme 1 (Fishy) is hit for 15 (85/100HP)
Turn 178, 1180 AD: Julius Caesar's Trireme 1 (Fishy) is hit for 15 (70/100HP)
Turn 178, 1180 AD: Julius Caesar's Trireme 1 (Fishy) is hit for 15 (55/100HP)
Turn 178, 1180 AD: Barbarian's Galley is hit for 26 (52/100HP)
Turn 178, 1180 AD: Barbarian's Galley is hit for 26 (26/100HP)
Turn 178, 1180 AD: Barbarian's Galley is hit for 26 (0/100HP)
Turn 178, 1180 AD: Julius Caesar's Trireme 1 (Fishy) has defeated Barbarian's Galley!

Turn 179, 1190 AD: Kalidas (Great Artist) has been born in a far away land!

Turn 180, 1200 AD: Buddhism has spread in Bagacum.
Turn 180, 1200 AD: Hanno (Great Merchant) has been born in a far away land!

Turn 181, 1210 AD: Utica celebrates "We Love the Monarch Day"!!!
Turn 181, 1210 AD: Sir Alexander Mackenzie (Great Merchant) has been born in Gordium (Darius I)!
Turn 181, 1210 AD: Gilgamesh has completed The Spiral Minaret!

Turn 182, 1220 AD: Utica celebrates "We Love the Monarch Day"!!!
Turn 182, 1220 AD: Darius I's Golden Age has begun!!!
Turn 182, 1220 AD: Mikhail Lomonosov (Great Scientist) has been born in Damascus (Saladin)!
Turn 182, 1220 AD: Zara Yaqob's Golden Age has begun!!!

Turn 183, 1230 AD: Irony has grown to size 4.
Turn 183, 1230 AD: Irony can hurry Trebuchet for 2⇴ with 25ℤ overflow and +1⇤ for 84 turns.
Turn 183, 1230 AD: Hadrumetum will become happy on the next turn.
Turn 183, 1230 AD: Gilgamesh has 110 gold available for trade.
Turn 183, 1230 AD: Fishy will grow to size 11 on the next turn.
Turn 183, 1230 AD: Carthage will grow to size 11 on the next turn.
Turn 183, 1230 AD: Brennus adopts Mercantilism!
Turn 183, 1230 AD: Magyar (Barbarian) has been captured by the Persian Empire!!!
Turn 183, 1230 AD: Moses (Great Prophet) has been born in a far away land!

Turn 184, 1240 AD: Fishy has grown to size 11.
Turn 184, 1240 AD: Hadrumetum will become unhealthy on the next turn.
Turn 184, 1240 AD: Carthage has grown to size 11.
Turn 184, 1240 AD: Darius I has 320 gold available for trade.
Turn 184, 1240 AD: Saladin has 260 gold available for trade.
Turn 184, 1240 AD: Saladin has 9 gold per turn available for trade.
Turn 184, 1240 AD: The borders of Hadrumetum are about to expand.
Turn 184, 1240 AD: Darius I will trade Sugar
Turn 184, 1240 AD: Saladin will trade Silk
Turn 184, 1240 AD: The Rome will grow to size 19 on the next turn.
Turn 184, 1240 AD: Wineyard will grow to size 15 on the next turn.
Turn 184, 1240 AD: Irony will grow to size 3 on the next turn.
Turn 184, 1240 AD: Hadrumetum will grow to size 12 on the next turn.
Turn 184, 1240 AD: The borders of Hadrumetum have expanded!
Turn 184, 1240 AD: Hinduism has spread in Wineyard.
Turn 184, 1240 AD: Saladin has declared war on you!
Turn 184, 1240 AD: Saladin refuses to talk.
Turn 184, 1240 AD: Saladin's Maceman (8.00) vs Julius Caesar's Praetorian 14 (The Rome) (12.40)
Turn 184, 1240 AD: Combat Odds: 9.1%
Turn 184, 1240 AD: (Extra Combat: +10%)
Turn 184, 1240 AD: (Plot Defense: +75%)
Turn 184, 1240 AD: (Feature Defense: +20%)
Turn 184, 1240 AD: (Combat: -50%)
Turn 184, 1240 AD: Saladin's Maceman is hit for 24 (76/100HP)
Turn 184, 1240 AD: Saladin's Maceman is hit for 24 (52/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) is hit for 16 (84/100HP)
Turn 184, 1240 AD: Saladin's Maceman is hit for 24 (28/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) is hit for 16 (68/100HP)
Turn 184, 1240 AD: Saladin's Maceman is hit for 24 (4/100HP)
Turn 184, 1240 AD: Saladin's Maceman is hit for 24 (0/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) has defeated Saladin's Maceman!
Turn 184, 1240 AD: While defending, your Praetorian 14 (The Rome) has killed a Arabian Maceman!
Turn 184, 1240 AD: Saladin's Trebuchet (4.00) vs Julius Caesar's Praetorian 14 (The Rome) (11.15)
Turn 184, 1240 AD: Combat Odds: 4.6%
Turn 184, 1240 AD: (Extra Combat: +10%)
Turn 184, 1240 AD: (Plot Defense: +75%)
Turn 184, 1240 AD: (Feature Defense: +20%)
Turn 184, 1240 AD: You have suffered collateral damage! (1 Unit)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (65/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (30/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (0/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) has defeated Saladin's Trebuchet!
Turn 184, 1240 AD: While defending, your Praetorian 14 (The Rome) has killed a Arabian Trebuchet!
Turn 184, 1240 AD: Saladin's Trebuchet (4.00) vs Julius Caesar's Praetorian 14 (The Rome) (11.15)
Turn 184, 1240 AD: Combat Odds: 4.6%
Turn 184, 1240 AD: (Extra Combat: +10%)
Turn 184, 1240 AD: (Plot Defense: +75%)
Turn 184, 1240 AD: (Feature Defense: +20%)
Turn 184, 1240 AD: You have suffered collateral damage! (1 Unit)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (65/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (30/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (0/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) has defeated Saladin's Trebuchet!
Turn 184, 1240 AD: While defending, your Praetorian 14 (The Rome) has killed a Arabian Trebuchet!
Turn 184, 1240 AD: Saladin's Trebuchet (4.00) vs Julius Caesar's Praetorian 14 (The Rome) (11.15)
Turn 184, 1240 AD: Combat Odds: 4.6%
Turn 184, 1240 AD: (Extra Combat: +10%)
Turn 184, 1240 AD: (Plot Defense: +75%)
Turn 184, 1240 AD: (Feature Defense: +20%)
Turn 184, 1240 AD: You have suffered collateral damage! (1 Unit)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (65/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) is hit for 11 (57/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (30/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 35 (0/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) has defeated Saladin's Trebuchet!
Turn 184, 1240 AD: While defending, your Praetorian 14 (The Rome) has killed a Arabian Trebuchet!
Turn 184, 1240 AD: Saladin's Trebuchet (4.00) vs Julius Caesar's Praetorian 14 (The Rome) (9.34)
Turn 184, 1240 AD: Combat Odds: 16.3%
Turn 184, 1240 AD: (Extra Combat: +10%)
Turn 184, 1240 AD: (Plot Defense: +75%)
Turn 184, 1240 AD: (Feature Defense: +20%)
Turn 184, 1240 AD: You have suffered collateral damage! (1 Unit)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) is hit for 11 (46/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) is hit for 11 (35/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 34 (66/100HP)
Turn 184, 1240 AD: A Trebuchet has withdrawn from combat with your Praetorian 14 (The Rome)!
Turn 184, 1240 AD: Saladin's Trebuchet (4.00) vs Julius Caesar's War Elephant 2 (The Rome) (7.48)
Turn 184, 1240 AD: Combat Odds: 19.8%
Turn 184, 1240 AD: (Extra Combat: +30%)
Turn 184, 1240 AD: Julius Caesar's War Elephant 2 (The Rome) is hit for 13 (59/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 29 (71/100HP)
Turn 184, 1240 AD: Julius Caesar's War Elephant 2 (The Rome) is hit for 13 (46/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 29 (42/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 29 (13/100HP)
Turn 184, 1240 AD: Saladin's Trebuchet is hit for 29 (0/100HP)
Turn 184, 1240 AD: Julius Caesar's War Elephant 2 (The Rome) has defeated Saladin's Trebuchet!
Turn 184, 1240 AD: While defending, your War Elephant 2 (The Rome) has killed a Arabian Trebuchet!
Turn 184, 1240 AD: Saladin's Camel Archer (13.00) vs Julius Caesar's War Elephant 2 (The Rome) (6.62)
Turn 184, 1240 AD: Combat Odds: 97.9%
Turn 184, 1240 AD: (Extra Combat: -30%)
Turn 184, 1240 AD: (Extra Combat: +30%)
Turn 184, 1240 AD: (Combat: +50%)
Turn 184, 1240 AD: Saladin's Camel Archer is hit for 17 (83/100HP)
Turn 184, 1240 AD: Julius Caesar's War Elephant 2 (The Rome) is hit for 22 (24/100HP)
Turn 184, 1240 AD: Saladin's Camel Archer is hit for 17 (66/100HP)
Turn 184, 1240 AD: Saladin's Camel Archer is hit for 17 (49/100HP)
Turn 184, 1240 AD: Julius Caesar's War Elephant 2 (The Rome) is hit for 22 (2/100HP)
Turn 184, 1240 AD: Saladin's Camel Archer is hit for 17 (32/100HP)
Turn 184, 1240 AD: Julius Caesar's War Elephant 2 (The Rome) is hit for 22 (0/100HP)
Turn 184, 1240 AD: Saladin's Camel Archer has defeated Julius Caesar's War Elephant 2 (The Rome)!
Turn 184, 1240 AD: While defending, your War Elephant 2 (The Rome) was destroyed by a Arabian Camel Archer!
Turn 184, 1240 AD: Saladin's Horse Archer (7.20) vs Julius Caesar's Praetorian 14 (The Rome) (4.10)
Turn 184, 1240 AD: Combat Odds: 97.4%
Turn 184, 1240 AD: (Extra Combat: -20%)
Turn 184, 1240 AD: (Extra Combat: +10%)
Turn 184, 1240 AD: (Plot Defense: +75%)
Turn 184, 1240 AD: (Feature Defense: +20%)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) is hit for 16 (9/100HP)
Turn 184, 1240 AD: Julius Caesar's Praetorian 14 (The Rome) is hit for 16 (0/100HP)
Turn 184, 1240 AD: Saladin's Horse Archer has defeated Julius Caesar's Praetorian 14 (The Rome)!
Turn 184, 1240 AD: While defending, your Praetorian 14 (The Rome) was destroyed by a Arabian Horse Archer!

Turn 185, 1250 AD: The Rome has grown to size 19.
Turn 185, 1250 AD: Wineyard has grown to size 15.
Turn 185, 1250 AD: Irony has grown to size 3.
Turn 185, 1250 AD: Hadrumetum has grown to size 12.
Turn 185, 1250 AD: Hadrumetum has become unhealthy.
Turn 185, 1250 AD: Carthage has become unhappy.
Turn 185, 1250 AD: Gilgamesh has 9 gold per turn available for trade.
Turn 185, 1250 AD: Zara Yaqob has 5 gold per turn available for trade.
Turn 185, 1250 AD: You are the worst enemy of Saladin.
Turn 185, 1250 AD: Darius I won't trade Sugar
 
U da man, Z:goodjob:

I can take over, but before I do. I beg other teamates to step up. You will get a fully Swedish ending to this thing if you sit on your derrier. That may indeed be the best thing that ever happened to you, but you could feel more ownership if you take off the little girl panties and put on the he-man suit and step up.

Just kidding. :crazyeye:

As long as you guys give me some confidence, I can do us proud. So lets have a pow-wow. How do we wrap this up as fast as possible, while making the Rome Capus Mundi?
 
For hap and deckhand some screenies
 

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And our cities+sals stack
 

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Some ideas:
Since sals army is mostly mounted we could whip a pike in fishy and build some pikes in rome to match his camels. Just make sure that we don't whip the scinetist since rome is only a turn after in gpp(we could remove the engineer in worst case)

The long term war plans would be invade sal and keep mecka and medina(jewish shrine). Have a tough war against persia. Continue against zara (keeping his cap+mids) before he build more wonders and finish the world conquest tour with the slightly weaker east.

We have some mp chars in WY that could be moved into rome when capture new cities.

It would be hard to build 7 wonders withour the radio wonders so the classic scientst bulbing path of PP->SM->Physics would be a good gp plan besides put in engineer wildcards.

Two questions as I sees it:
Do we whip the cottages in fishy and Wy into cannons?
Should we add Military science for grens?

Both questions is if we should play safe on the war side with the loss of later wonders.
 
Can we bribe Brennus or Darius to join us in the war? I suppose without techs to offer it's not likely.

His stack looks scary to me. Praets aren't anything special against camels and elephants. Yes, let's whip some pikes. And trebs don't do well outside of cities. Is plan to let him take Fishy and then bombard with trebs? Or wait to upgrade them to cannons?

It also looks to me that victory is many turns away. Your counting chickens when the eggs haven't even been laid.
I will make another attempt to get bts hof working in a couple days.
 
I'll look at the save and come with some thoughts soon.
 
Can we bribe Brennus or Darius to join us in the war? I suppose without techs to offer it's not likely.

Darius is planning for a war him self. Lets pray to the gods that he is after Sal and not us.

His stack looks scary to me. Praets aren't anything special against camels and elephants. Yes, let's whip some pikes. And trebs don't do well outside of cities. Is plan to let him take Fishy and then bombard with trebs? Or wait to upgrade them to cannons?
Are you not a bit pessimistic here. Our stack in rome could reach fishy in 2 turns while he has a 4 turns walk with the trebs. It means that we even could build 2 more pikes in rome that will get to fishy in time for a battle.

It also looks to me that victory is many turns away. Your counting chickens when the eggs haven't even been laid.

Yeah so my post was both about long and short term ideas in case I go black until X-mas/new year. (I still lurking this thread from my phone so I'm always available for a green:))
 
OK, I guess its time to play to cannons. Defend Fishy. Pike-o-mania in Rome. My plan is go turtle mode until cannons. If you have any suggestions beyond what Zhary has already said, say to.
 
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