SGOTM 23 - Turbo Ants

Turnset complete. Report on previous page (now).

Here is your Session Turn Log from 200 BC to 100 BC:
Spoiler :


Turn 107, 200 BC: Stone Quarry can no longer work on Moai Statues. The lost ℤ is converted into 80ℴ!
Turn 107, 200 BC: Fredburg can no longer work on Moai Statues. The lost ℤ is converted into 226ℴ!
Turn 107, 200 BC: FurCity can no longer work on Moai Statues. The lost ℤ is converted into 72ℴ!
Turn 107, 200 BC: Athens can no longer work on Moai Statues. The lost ℤ is converted into 78ℴ!
Turn 107, 200 BC: Munich can no longer work on Moai Statues. The lost ℤ is converted into 88ℴ!

Turn 108, 175 BC: Napoleon's Horse Archer 4 (Paris) (7.80) vs Darius I's Axeman (7.75)
Turn 108, 175 BC: Combat Odds: 62.8%
Turn 108, 175 BC: (Extra Combat: -30%)
Turn 108, 175 BC: (Extra Combat: +10%)
Turn 108, 175 BC: (Plot Defense: +45%)
Turn 108, 175 BC: (Fortify: +25%)
Turn 108, 175 BC: (Combat: -25%)
Turn 108, 175 BC: Napoleon's Horse Archer 4 (Paris) is hit for 19 (81/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 4 (Paris) is hit for 19 (62/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 4 (Paris) is hit for 19 (43/100HP)
Turn 108, 175 BC: Darius I's Axeman is hit for 20 (80/100HP)
Turn 108, 175 BC: Darius I's Axeman is hit for 20 (60/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 4 (Paris) is hit for 19 (24/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 4 (Paris) is hit for 19 (5/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 4 (Paris) is hit for 19 (0/100HP)
Turn 108, 175 BC: Darius I's Axeman has defeated Napoleon's Horse Archer 4 (Paris)!
Turn 108, 175 BC: Napoleon's Horse Archer 13 (Paris) (8.40) vs Darius I's Archer (7.35)
Turn 108, 175 BC: Combat Odds: 70.3%
Turn 108, 175 BC: (Extra Combat: -40%)
Turn 108, 175 BC: (Plot Defense: +45%)
Turn 108, 175 BC: (Fortify: +25%)
Turn 108, 175 BC: (City Defense: +50%)
Turn 108, 175 BC: (Hills Defense: +25%)
Turn 108, 175 BC: Napoleon's Horse Archer 13 (Paris) is hit for 18 (82/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 13 (Paris) is hit for 18 (64/100HP)
Turn 108, 175 BC: Darius I's Archer is hit for 21 (79/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 13 (Paris) is hit for 18 (46/100HP)
Turn 108, 175 BC: Darius I's Archer is hit for 21 (58/100HP)
Turn 108, 175 BC: Darius I's Archer is hit for 21 (37/100HP)
Turn 108, 175 BC: Darius I's Archer is hit for 21 (16/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 13 (Paris) is hit for 18 (28/100HP)
Turn 108, 175 BC: Darius I's Archer is hit for 21 (0/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 13 (Paris) has defeated Darius I's Archer!
Turn 108, 175 BC: Napoleon's Horse Archer 22 (Cow-E-Bunga) (7.80) vs Darius I's Axeman (5.40)
Turn 108, 175 BC: Combat Odds: 94.4%
Turn 108, 175 BC: (Extra Combat: -30%)
Turn 108, 175 BC: (Extra Combat: +10%)
Turn 108, 175 BC: (Plot Defense: +45%)
Turn 108, 175 BC: (Fortify: +25%)
Turn 108, 175 BC: Napoleon's Horse Archer 22 (Cow-E-Bunga) is hit for 19 (81/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 22 (Cow-E-Bunga) is hit for 19 (62/100HP)
Turn 108, 175 BC: Darius I's Axeman is hit for 20 (40/100HP)
Turn 108, 175 BC: Darius I's Axeman is hit for 20 (20/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 22 (Cow-E-Bunga) is hit for 19 (43/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 22 (Cow-E-Bunga) is hit for 19 (24/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 22 (Cow-E-Bunga) is hit for 19 (5/100HP)
Turn 108, 175 BC: Darius I's Axeman is hit for 20 (0/100HP)
Turn 108, 175 BC: Napoleon's Horse Archer 22 (Cow-E-Bunga) has defeated Darius I's Axeman!
Turn 108, 175 BC: You have captured Susa!!!
Turn 108, 175 BC: The Persian Civilization has been destroyed!!!
Turn 108, 175 BC: You have discovered Banking!
Turn 108, 175 BC: Thebes can no longer work on Moai Statues. The lost ℤ is converted into 10ℴ!
Turn 108, 175 BC: Napoleon has completed The Hanging Gardens!
Turn 108, 175 BC: You have trained a Knight in Berlin. Work has now begun on a Knight.
Turn 108, 175 BC: The borders of Oporto have expanded!
Turn 108, 175 BC: Saladin adopts Hereditary Rule!

Turn 109, 150 BC: Paris has grown to size 11.
Turn 109, 150 BC: Thebes has grown to size 11.
Turn 109, 150 BC: Cow-E-Bunga has grown to size 6.
Turn 109, 150 BC: Stone Quarry has grown to size 8.
Turn 109, 150 BC: Alexandria has grown to size 10.
Turn 109, 150 BC: Fredburg has grown to size 7.
Turn 109, 150 BC: FurCity has grown to size 7.
Turn 109, 150 BC: Athens has grown to size 9.
Turn 109, 150 BC: Canal City has grown to size 6.
Turn 109, 150 BC: Munich has grown to size 7.
Turn 109, 150 BC: Berlin has grown to size 11.
Turn 109, 150 BC: Hamburg has grown to size 8.
Turn 109, 150 BC: Jerusalem has grown to size 6.
Turn 109, 150 BC: Istanbul has grown to size 8.
Turn 109, 150 BC: Edirne has grown to size 5.
Turn 109, 150 BC: Lisbon has grown to size 6.
Turn 109, 150 BC: Gold Rush has grown to size 2.
Turn 109, 150 BC: Persepolis has been pacified.
Turn 109, 150 BC: Persepolis has grown to size 5.
Turn 109, 150 BC: Pasargadae has grown to size 5.
Turn 109, 150 BC: Susa has grown to size 2.
Turn 109, 150 BC: The borders of Persepolis are about to expand.
Turn 109, 150 BC: Mao Zedong will trade Silk
Turn 109, 150 BC: Napoleon adopts Vassalage!
Turn 109, 150 BC: Napoleon adopts Mercantilism!
Turn 109, 150 BC: Deal Canceled: Open Borders to Gandhi for Open Borders
Turn 109, 150 BC: Deal Canceled: Fur, Fish, Deer to Gandhi for Ivory
Turn 109, 150 BC: Deal Canceled: Clam to Gandhi for Sugar
Turn 109, 150 BC: You have declared war on Gandhi!
Turn 109, 150 BC: Gandhi refuses to talk.
Turn 109, 150 BC: Your Horse Archer 21 (Paris) has destroyed a Fast Worker!
Turn 109, 150 BC: You have captured a Worker
Turn 109, 150 BC: Clearing a Forest has created 30 ℤ for Berlin.
Turn 109, 150 BC: Clearing a Forest has created 30 ℤ for Lisbon.
Turn 109, 150 BC: Clearing a Forest has created 30 ℤ for Lisbon.
Turn 109, 150 BC: Clearing a Forest has created 30 ℤ for Lisbon.
Turn 109, 150 BC: Fredburg will grow to size 8 on the next turn.
Turn 109, 150 BC: Munich will grow to size 8 on the next turn.
Turn 109, 150 BC: Hamburg will grow to size 9 on the next turn.
Turn 109, 150 BC: You have trained a Knight in Berlin. Work has now begun on a Knight.
Turn 109, 150 BC: Wang Anshi (Great Merchant) has been born in Istanbul (Napoleon)!
Turn 109, 150 BC: Napoleon has completed The Parthenon!
Turn 109, 150 BC: The borders of Persepolis have expanded!
Turn 109, 150 BC: Albert Einstein (Great Scientist) has been born in Bombay (Gandhi)!
Turn 109, 150 BC: Saladin has founded Basra.
Turn 109, 150 BC: Aristotle (Great Scientist) has been born in Rostov (Stalin)!

Turn 110, 125 BC: Fredburg has grown to size 8.
Turn 110, 125 BC: Munich has grown to size 8.
Turn 110, 125 BC: Hamburg has grown to size 9.
Turn 110, 125 BC: Pasargadae will be pacified on the next turn.
Turn 110, 125 BC: Susa will be pacified on the next turn.
Turn 110, 125 BC: Will Sign Open Borders: Mehmed II
Turn 110, 125 BC: Clearing a Forest has created 30 ℤ for Stone Quarry.
Turn 110, 125 BC: Thebes will grow to size 12 on the next turn.
Turn 110, 125 BC: Stone Quarry will grow to size 9 on the next turn.
Turn 110, 125 BC: Canal City will grow to size 7 on the next turn.
Turn 110, 125 BC: Berlin will grow to size 12 on the next turn.
Turn 110, 125 BC: Hamburg will grow to size 10 on the next turn.
Turn 110, 125 BC: Lisbon will grow to size 7 on the next turn.
Turn 110, 125 BC: You have discovered Engineering!
Turn 110, 125 BC: Napoleon has completed Mausoleum of Maussollos!
Turn 110, 125 BC: Ibn Battuta (Great Merchant) has been born in Athens (Napoleon)!
Turn 110, 125 BC: You have trained a Knight in Berlin. Work has now begun on a Knight.
Turn 110, 125 BC: Napoleon's Golden Age has ended...
Turn 110, 125 BC: Churchill has founded Coventry in a distant land.
Turn 110, 125 BC: Islam has spread in Najran.
Turn 110, 125 BC: Judaism has spread in Yakutsk.

Turn 111, 100 BC: Thebes has grown to size 12.
Turn 111, 100 BC: Stone Quarry has grown to size 9.
Turn 111, 100 BC: Canal City has grown to size 7.
Turn 111, 100 BC: Berlin has grown to size 12.
Turn 111, 100 BC: Hamburg has grown to size 10.
Turn 111, 100 BC: Lisbon has grown to size 7.
Turn 111, 100 BC: Pasargadae has been pacified.
Turn 111, 100 BC: Susa has been pacified.
Turn 111, 100 BC: Stalin has 50 gold available for trade.
Turn 111, 100 BC: The borders of Pasargadae are about to expand.
Turn 111, 100 BC: The borders of Susa are about to expand.
Turn 111, 100 BC: Napoleon's Horse Archer 14 (Paris) (8.40) vs Gandhi's Archer (7.65)
Turn 111, 100 BC: Combat Odds: 68.1%
Turn 111, 100 BC: (Extra Combat: -40%)
Turn 111, 100 BC: (Plot Defense: +60%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +70%)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (80/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (60/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (40/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (20/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 14 (Paris) is hit for 19 (81/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (0/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 14 (Paris) has defeated Gandhi's Archer!
Turn 111, 100 BC: Your Horse Archer 14 (Paris) has destroyed a Archer!
Turn 111, 100 BC: Napoleon's Horse Archer 21 (Paris) (7.80) vs Gandhi's Archer (7.20)
Turn 111, 100 BC: Combat Odds: 67.1%
Turn 111, 100 BC: (Extra Combat: -30%)
Turn 111, 100 BC: (Plot Defense: +60%)
Turn 111, 100 BC: (Fortify: +10%)
Turn 111, 100 BC: (City Defense: +70%)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (80/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (60/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (40/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (20/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 21 (Paris) is hit for 19 (81/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 21 (Paris) is hit for 19 (62/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 21 (Paris) is hit for 19 (43/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 21 (Paris) is hit for 19 (24/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (0/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 21 (Paris) has defeated Gandhi's Archer!
Turn 111, 100 BC: Your Horse Archer 21 (Paris) has destroyed a Archer!
Turn 111, 100 BC: You have captured Delhi!!!
Turn 111, 100 BC: Napoleon's Slave Maker (Horse Archer) (7.20) vs Gandhi's Archer (6.45)
Turn 111, 100 BC: Combat Odds: 69.0%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Plot Defense: +40%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: Gandhi's Archer is hit for 21 (79/100HP)
Turn 111, 100 BC: Napoleon's Slave Maker (Horse Archer) is hit for 18 (82/100HP)
Turn 111, 100 BC: Napoleon's Slave Maker (Horse Archer) is hit for 18 (64/100HP)
Turn 111, 100 BC: Napoleon's Slave Maker (Horse Archer) is hit for 18 (46/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 21 (58/100HP)
Turn 111, 100 BC: Napoleon's Slave Maker (Horse Archer) is hit for 18 (28/100HP)
Turn 111, 100 BC: Napoleon's Slave Maker (Horse Archer) is hit for 18 (10/100HP)
Turn 111, 100 BC: Napoleon's Slave Maker (Horse Archer) is hit for 18 (0/100HP)
Turn 111, 100 BC: Gandhi's Archer has defeated Napoleon's Slave Maker (Horse Archer)!
Turn 111, 100 BC: Your Slave Maker has died trying to attack a Archer!
Turn 111, 100 BC: Napoleon's Horse Archer 25 (Cow-E-Bunga) (6.00) vs Gandhi's Archer (5.70)
Turn 111, 100 BC: Combat Odds: 65.5%
Turn 111, 100 BC: (Plot Defense: +40%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: Napoleon's Horse Archer 25 (Cow-E-Bunga) is hit for 19 (81/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (80/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (60/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 25 (Cow-E-Bunga) is hit for 19 (62/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (40/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (20/100HP)
Turn 111, 100 BC: Gandhi's Archer is hit for 20 (0/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 25 (Cow-E-Bunga) has defeated Gandhi's Archer!
Turn 111, 100 BC: Your Horse Archer 25 (Cow-E-Bunga) has destroyed a Archer!
Turn 111, 100 BC: Napoleon's Charles Martel (Knight) (12.00) vs Gandhi's Warrior (3.80)
Turn 111, 100 BC: Combat Odds: 100.0%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Plot Defense: +40%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +25%)
Turn 111, 100 BC: Gandhi's Warrior is hit for 34 (66/100HP)
Turn 111, 100 BC: Napoleon's Charles Martel (Knight) is hit for 11 (89/100HP)
Turn 111, 100 BC: Gandhi's Warrior is hit for 34 (32/100HP)
Turn 111, 100 BC: Gandhi's Warrior is hit for 34 (0/100HP)
Turn 111, 100 BC: Napoleon's Charles Martel (Knight) has defeated Gandhi's Warrior!
Turn 111, 100 BC: Your Charles Martel has destroyed a Warrior!
 
Is there a reason our fogbusters are both 1 tile west of the signs that show where they should be?
That was necessary until Gold Rush expanded its borders. The right-hand fogbuster didn't need to cover the far eastern tile because Sal's culture covered it. They've now moved back because eventually when we wipe out Sal, that one tile will spawn barbs.
 
Teammates, I'd like to thank you for your patience. ;)
Spoiler :
On June 6th, I had open-heart surgery and it's been up and down since then. I'm not trying to get any sympathy but I do hope you'll regain any enthusiasm you might have lost, knowing that. My troubles since then have actually not been my heart but my lungs. Last Wednesday I came down with some mild form of pneumonia that hopefully antibiotics will wipe out. Luckily my heart's fine.

The surgery I had was mitral valve repair. My surgeon says my heart is now in great condition and there's a strong likelihood I'll never have troubles again. In short, I have a new lease on life. Yay! Just have to get my lungs healed up.

Gory details:
Spoiler :
They flop you onto a table, put you under, connect yoru heart and lungs to a heart-lung machine and turn them off. In my case, they use a port entry, meaning they made a 4.5 cm incision near my armpit, pried my ribs apart, cut through muscle and tissue to reseeach the heart, smushing my lung flat, cut into the left atrium (upper chamber), which is low pressure so it will heal quickly later, and then through that tiny opening this genius somehow trimmed out all sorts of cords that connect the valve to the right ventricle (lower chamber), and replaced them with 14 Gore-Tex cords, put a ring around the valve to make it stronger than ever, tested my heart, sewed me up, and a few hours later I woke up in my hospital bed.

Because they didn't perform a sternotomy, meaning cutting through my sternum to access my heart, I have virtually no after-effects, such as metal plates and wires for life.
I had this condition for years but only a couple years ago did my valve begin to leak so badly that it threatened my life. I spent more than a year researching the problem and searching for top doctors. The surgeon I chose, who my insurance also covered, is renowned and has been doing exactly this procedure for many years. I was told it's an extremely difficult procedure because both leaflets (both halves of the valve) were damaged. He told me it's routine and he would be very disappointed if I had any leakage whatsoever afterwards. I have no leakage whatsoever. :) It pays to do your homework. ;)
 
Spoiler :
That's a little better.

sgotm_graph_2.php


Decent.

sgotm_graph_2.php


I wonder if other teams built lots of libraries, resulting in steeper culture graphs.

sgotm_graph_2.php

 
Well played, LC!
Hope you're ok.

I've just been doing some tile counting. It looks to me like the Russian route is about the same length as the Indian one. 13 RR tiles to Istanbul, plus 24 via the south (not counting current cities) or 24 via Yaroslav'l, Yekaterinburg, Beshbalik, Karakorum and Old Sarai. Am I missing something?
 
I've just been doing some tile counting. It looks to me like the Russian route is about the same length as the Indian one. 13 RR tiles to Istanbul, plus 24 via the south (not counting current cities) or 24 via Yaroslav'l, Yekaterinburg, Beshbalik, Karakorum and Old Sarai. Am I missing something?
My count matches yours for the Indian route, unless Beijing keeps its rr when we raze it, then 23. To the north, I count 13 tiles to Moscow, then 20 or 21 depending on whether Stalin will have culture at Yekat-2s2e. Both routes would require 2 settlers unless we could capture Beijing early enough to come out of resistance in time.

He has a city at Beshbalik-4w that I didn't think to investigate last turn with the scout. We don't know if it's growing culture or not. If we're going that route, we should investigate it with the scout to see if we need more roads.

T91 Stalin had 10 cities
T100 He settled Bryansk, his 12th city.
T101 We see Stalin culture at Besh-3e. (Actually the T100 save might show whether that culture was there or not, but we also find out be seeing which city that is.)
 
We need to include Istanbul. Via Moscow doesn't do that, does it? That's where my higher count is coming from.

Sent from my Nexus 5 using Tapatalk
 
We need to include Istanbul. Via Moscow doesn't do that, does it? That's where my higher count is coming from.

Sent from my Nexus 5 using Tapatalk
:wallbash: Forgot about that. What an idiotically stupid requirement. No wonder I forgot. :cool:
 
Okay, the Orient Express goes through India and China. Razing a city does leave rr ruins even if that civ didn't have rr. So my count is 13+23 = 36 workers + 2 settlers.
 
Who's up next? I can get it if needed and play half a dozen turns at the weekend.
 
Well played, LC! :goodjob: Great news that you are recovering well! :)

Who's up next? I can get it if needed and play half a dozen turns at the weekend.
I won't have much time until next Monday. So go ahead if you want to play. I could play after you if needed or you could just finish. Whatever you prefer.

Also let me know if there is anything specific I could look into. I would like to contribute more again, but I don't know where to start. :blush:
 
glad you two can play, cus I can't. Not a lot of time left either. Hard to imagine we can go from where we are now to conquering every. single. city. (except Russia). Here's a question... Can we get away with never killing a single Russian or take their current cities? In other words, use the gift 4 cities--recapture method. a) we'd want to DoW a couple turns before the end so there is time for Russia to talk. b) the moment we kill the last other AI, won't that mean Russia is below average power and they'll capitulate? Or are we going to have to do more than that to them.

ZPV, did we learn anything from that recent challenge game about quick capitulation? I'm a little fuzzy on it.
 
glad you two can play, cus I can't. Not a lot of time left either. Hard to imagine we can go from where we are now to conquering every. single. city. (except Russia). Here's a question... Can we get away with never killing a single Russian or take their current cities? In other words, use the gift 4 cities--recapture method. a) we'd want to DoW a couple turns before the end so there is time for Russia to talk. b) the moment we kill the last other AI, won't that mean Russia is below average power and they'll capitulate? Or are we going to have to do more than that to them.

ZPV, did we learn anything from that recent challenge game about quick capitulation? I'm a little fuzzy on it.

Capitulation mechanics:

- We need twice their land or population (not counting our vassals' land and pop), as already noted by elitetroops. That's the main issue I've been running into in OCC conquest/domination games or when playing non ancient era starts. ("We're doing fine on our own")
- We need 1.5 times their power. (A peace vassal deal requires us to have 3 times their power, unless they are our land target). Our power is reduced if another AI has more war success than us, but that shouldn't be an issue here. Edits: Our power is multiplied by 0.75 if we are their worst enemy. Their power is modified by the leader's iVassalPowerModifier (see leader XML, resulting multiplier ranges from 0.8 (Gandhi) to 1.5 (Genghis)). (Thx, WT) ("We're doing fine on our own") (1 for Stalin)
- We need 40 more war success than they have. (Easy) ("Surely you must be joking")
- Peace treaties that keep them or us from declaring war can be an issue.
- They won't agree to become a vassal if they have more than average power. ("We're doing fine on our own") A glance at the code shows that average power is total_power/civs_alive, so that includes us. It gets modified when they have a land target that is more powerful than them or when they are at war with a land target, which would make them more likely to vassal.
- They won't vassal if we are at war with one of their land targets that has a higher power than them. ("We are afraid of your enemies")
- They need to like us enough to peace vassal. ("We just don't like you enough")
- They won't peace vassal if we are at war, and they would have to declare war on their friends ("We couldn't betray our close friends") or if they don't like us enough for a war bribe. (Gandhi & Freddy will normally will peace vassal at cautious, but need to be friendly and pleased, respectively, while we are at war with another civ.) ("We just don't like you enough")

- They won't peace vassal if we are too close to a domination victory (If their land and pop gets us over 75% of the domination threshold.) ("You've grown too powerful for us.") (No Dom Victory -> irrelevant this game)

So basically, we need:
- 1.5 or (more likely) 2 times his power (1.25 currently)
- twice his land (1.6 currently) or population (unknown)

Average power should not be an issue if he's the last AI alive, I think.

Can we get a high enough power rating without running Slavery? Do we need to take cities from him to fulfill the land or pop requirement?
 
T111 Summary, part 1

Current GP Schedule:

Code:
 200 T105 GS Alexa GA#2
 300 T110 GM Istan Trade Mission
 400 T111 GP Athen GA#2 
 500 T113 GS Alexa Chem
 600 T118 GM Munic Econ
 700 T119 GS Paris Educ
 800 T120 GS Alexa PP
 900 T121 GM Hambu RR
1000 T122 GM Thebe RR
 
We need to conquer something like 27-30 cities in the next dozen turns.
Seems like that would be enough conquer gold to run our research. Maybe we don't even need the trade mission, but I suppose we need something rt now to hold us over.

It's hard to double check our research since we're not in the GAge rt now and we haven't assigned all our specialists.
 
T111 Summary, Part 2

City GP Plans, in city order:
Spoiler :
attachment.php


The sheet includes the GP Plans and the City MM I was using. I'm not sure the City MMs are fully up to date. Please verify all numbers before trusting them.
 

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