SGOTM 23 - Unallocated

Just a general question, if you gift or lose a city and then retake it, do you then regain all the culture points collected or is the culture ticker reset to zero?
 
Just a general question, if you gift or lose a city and then retake it, do you then regain all the culture points collected or is the culture ticker reset to zero?

Culture is never reset in this manner. An empire must literally die for it's culture to be reset.

The only way an empire's city culture can be reset is by the empire dying (losing it's last city or last unit when the appropriate option is selected), When this happens, the empire's culture in all cities is reset.

BTW, all buildings that normally provide culture (or culture multipliers), except unique buildings, will be lost when recapturing the city. When the player's city culture is dominant (greater than any other empire's city culture), all non-cultural buildings will survive recapture; otherwise 2/3 of all non-cultural buildings will survive.
 
We do not currently have any culture in DoubleFish, so the city will end up with zero culture (ours, anyway) in any case. We do have 38 hammers into a library there, this will be lost. And we may lose the granary. But the removal of 60+ turns of stacked whip anger will allow the city to be productive again far sooner.

We also seem to have a partially built settler in Copper City -- not sure what we had planned for this? I don't see a really good use for it at the moment, so probably it will just decay in the queue. Unless someone sees a good spot we could grab?

I will aim to play later today, maybe 10 hours or so from now. So there is still time to comment. :)
 
Was busier than expected, but have managed to lay a few turns. I will continue later, but wanted to post an update.

- Temporary peace with Frederic
- DoubleFish was gifted
- Renewed war with Germany :evil:
- DoubleFish reclaimed without trouble (the granary was lost, unfortunately)
- We finished the Hanging Gardens :)
- Churchill delcared was on Stalin :eek:

Our forces are moving in preparation to take Frederic's remaining cities. We are on track to produce another GS to double bulb Education in about 8-9 turns, by which time we should have finished Paper.

What is the plan for the spy in Egypt?

The save is uploaded for examination. Comments and suggestions welcome. :)

Spoiler :

Here is your Session Turn Log from 300 BC to 225 BC:

Turn 103, 300 BC: You have made peace with Frederick!

Turn 104, 275 BC: Berlin will be pacified on the next turn.
Turn 104, 275 BC: Saladin has 50 gold available for trade.
Turn 104, 275 BC: Frederick won't trade Metal Casting
Turn 104, 275 BC: Clearing a Forest has created 30 ℤ for Copper City.
Turn 104, 275 BC: Copper City will grow to size 8 on the next turn.
Turn 104, 275 BC: St. John (Great Prophet) has been born in Thebes (Hatshepsut)!

Turn 105, 250 BC: Copper City has grown to size 8.
Turn 105, 250 BC: Copper City can hurry The Hanging Gardens for 3⇴ with 19ℤ overflow and +1⇤ for 18 turns.
Turn 105, 250 BC: Berlin has been pacified.
Turn 105, 250 BC: Berlin can hurry Monument for 2⇴ with 21ℤ overflow and +1⇤ for 10 turns.
Turn 105, 250 BC: Hamburg will be pacified on the next turn.
Turn 105, 250 BC: Joao II will trade Crab
Turn 105, 250 BC: Mao Zedong will trade Crab, Rice
Turn 105, 250 BC: You have declared war on Frederick!
Turn 105, 250 BC: Frederick refuses to talk.
Turn 105, 250 BC: You have captured Double Fish!!!
Turn 105, 250 BC: Your Horse Archer 9 (Double Fish) has destroyed a Worker!
Turn 105, 250 BC: You have captured a Worker
Turn 105, 250 BC: Deal Canceled: Sheep to Kublai Khan for Gold Per Turn (3)
Turn 105, 250 BC: Napoleon has completed The Hanging Gardens!
Turn 105, 250 BC: You have constructed The Hanging Gardens in Copper City. Work has now begun on a Settler.
Turn 105, 250 BC: Churchill has declared war on Stalin!

Turn 106, 225 BC: The enemy has been spotted near Copper City!
Turn 106, 225 BC: The enemy has been spotted near Berlin!
Turn 106, 225 BC: Paris has grown to size 9.
Turn 106, 225 BC: Paris can hurry Axeman for 1⇴ with 7ℤ overflow and +1⇤ for 15 turns.
Turn 106, 225 BC: Double Fish has grown to size 3.
Turn 106, 225 BC: Orleans has grown to size 5.
Turn 106, 225 BC: Berlin can hurry Library for 3⇴ with 7ℤ overflow and +1⇤ for 10 turns.
Turn 106, 225 BC: Hamburg has been pacified.
Turn 106, 225 BC: Hamburg has grown to size 4.
Turn 106, 225 BC: Hamburg can hurry Monument for 2⇴ with 12ℤ overflow and +1⇤ for 10 turns.
Turn 106, 225 BC: Frederick is willing to negotiate.
Turn 106, 225 BC: Frederick will trade Metal Casting
Turn 106, 225 BC: Churchill will trade Priesthood
Turn 106, 225 BC: Mao Zedong will trade Priesthood
Turn 106, 225 BC: Churchill will trade Fish
Turn 106, 225 BC: Mehmed II will trade Fish
Turn 106, 225 BC: Saladin will trade Fish
Turn 106, 225 BC: Joao II will trade Fish
Turn 106, 225 BC: Joao II won't trade Crab
Turn 106, 225 BC: Hatshepsut will trade Fish
Turn 106, 225 BC: Stalin will trade Fish
Turn 106, 225 BC: Will Sign Peace Treaty: Frederick
 
Sorry, we lost the Granary, because we have zero culture in Double Fish. I believe just 1 culture would have been enough to guarantee no loss of any non-cultural building, because no other AI should have any culture in Double Fish. In any case, loss of the granary is well worth the lost whip anger.
 
I agree. Loss of the granary is regrettable, but the city will be far better off in the long term. (And even the short term, as we had so much stacked whip anger that we could not work any tiles.)

I will play the rest of my turns in the next few hours. Our forces should be able to take Munich and Cologne without too much trouble unless Frederic finds more troops somewhere. I am not sure about size 1 Franfurt; will it auto-raze? It is less of a priority than the bigger cities, but I will take/destroy it as well if I see an opportunity.

I have no idea what Churchill was thinking, declaring on Stalin. :smoke: Maybe Frederic bribed him in somehow?
 
OK, played more turns, things went pretty well. :)

Frederic is about to die. :hammer: We have captured Munich (with a granary :)) and Cologne (with a granary and a forge :D), plus three German workers. Frederic managed to whip an extra defender into Franfurt unexpectedly or I would have finished him last turn. :( He has one wounded unit left, and we have plenty of force to take the city. I recommend we raze Frankfurt -- it has no food. We can replace it 1S1E using the partially built settler in Copper City (will be finished next turn), grabbing sheep, copper, and most critically iron. (I have marked the suggested location as "Iron City".)

We have met the final AI -- Gandhi of India. He is disliked for being Hindu, but I have opened borders and traded with him for ivory so we can start building elephants. :hammer: The extra happiness did not hurt either. (I also traded with Saladin for silver for happiness.) I do suggest building barracks and stables before producing elephants; they are expensive enough to make the infra worthwhile I think.

I traded with Hatshepsut for Calendar and Churchill for Priesthood and Monarchy (trading Currency in both cases, pretty decent deals). I went ahead and revolted into HR, as we had multiple cities needing the happiness and it only cost 1 turn of anarchy. With HR, silver, and ivory plus workers about to finish improving our wines, our happiness situation has improved greatly. :) Our cities are set to grow.

We have finished Paper this last turn; I have dropped research to zero for a turn, as our second GS will be done next turn. We can then double bulb Education without wasting beakers (assuming we choose to do so, of course). Note that with Paper we can now trade for maps if we want to; maybe doing so with Gandhi would be useful to get his portion of the world revealed? We can also now build University of Sankore if we want; it would be cheap since we have stone, and offers GS points even if we don't use the state religion buildings ability. Something to consider.

We generated a great general, who is now on the same tile as our medic I HA. I suggest merging him and creating a super medic; there is another unit there, so be careful with the merge if we choose to do that.

I have gone on a monument building spree; we are charismatic so get happiness from them as well as culture, making them worth building I think. (This was mostly before we got HR, silver, and ivory but they are still useful.)

DoubleFish should whip its granary next turn (needs to be size 4 first). Keep our workers busy on improvements, especially our wines and for our newly captured cities. I have put down some extra cottages where we had nothing better to do, but with our new lands the workers can probably find more productive things to do.

Note that we have a spy in Hatshpsut's capital, who has been stationary for 5 turns. We don't have enough EP for a tech steal; not sure what we want to do here. We have a chariot exploring Siberia and a warrior in Arabia; with Paper and map trading possible we may no longer need these but the info was useful. Also, Saladin has been sending Islamic missionaries our way and has begun converting our cities; just a nore for awareness.

The save is uploaded. I will get the start of thread posts up to date later today (hopefully). I have played 9 turns total but with some key decisions to be made this seemed a good place to stop. Turnset log:

Spoiler :

Here is your Session Turn Log from 225 BC to 75 BC:

Turn 106, 225 BC: Napoleon's Chariot 1 (Paris) (4.40) vs Frederick's Axeman (3.03)
Turn 106, 225 BC: Combat Odds: 89.2%
Turn 106, 225 BC: (Extra Combat: -10%)
Turn 106, 225 BC: (Extra Combat: +10%)
Turn 106, 225 BC: (Plot Defense: +25%)
Turn 106, 225 BC: (Class Attack: -100%)
Turn 106, 225 BC: Frederick's Axeman is hit for 24 (76/100HP)
Turn 106, 225 BC: Napoleon's Chariot 1 (Paris) is hit for 16 (84/100HP)
Turn 106, 225 BC: Napoleon's Chariot 1 (Paris) is hit for 16 (68/100HP)
Turn 106, 225 BC: Frederick's Axeman is hit for 24 (52/100HP)
Turn 106, 225 BC: Frederick's Axeman is hit for 24 (28/100HP)
Turn 106, 225 BC: Napoleon's Chariot 1 (Paris) is hit for 16 (52/100HP)
Turn 106, 225 BC: Napoleon's Chariot 1 (Paris) is hit for 16 (36/100HP)
Turn 106, 225 BC: Frederick's Axeman is hit for 24 (4/100HP)
Turn 106, 225 BC: Frederick's Axeman is hit for 24 (0/100HP)
Turn 106, 225 BC: Napoleon's Chariot 1 (Paris) has defeated Frederick's Axeman!
Turn 106, 225 BC: You have trained a Archer in Copper City. Work has now begun on a Settler.

Turn 107, 200 BC: You have discovered Calendar!
Turn 107, 200 BC: Napoleon's Horse Archer 1 (Paris) (7.20) vs Frederick's Axeman (5.50)
Turn 107, 200 BC: Combat Odds: 77.3%
Turn 107, 200 BC: (Extra Combat: -20%)
Turn 107, 200 BC: (Extra Combat: +10%)
Turn 107, 200 BC: Frederick's Axeman is hit for 22 (78/100HP)
Turn 107, 200 BC: Napoleon's Horse Archer 1 (Paris) is hit for 17 (83/100HP)
Turn 107, 200 BC: Napoleon's Horse Archer 1 (Paris) is hit for 17 (66/100HP)
Turn 107, 200 BC: Frederick's Axeman is hit for 22 (56/100HP)
Turn 107, 200 BC: Napoleon's Horse Archer 1 (Paris) is hit for 17 (49/100HP)
Turn 107, 200 BC: Napoleon's Horse Archer 1 (Paris) is hit for 17 (32/100HP)
Turn 107, 200 BC: Frederick's Axeman is hit for 22 (34/100HP)
Turn 107, 200 BC: Frederick's Axeman is hit for 22 (12/100HP)
Turn 107, 200 BC: Frederick's Axeman is hit for 22 (0/100HP)
Turn 107, 200 BC: Napoleon's Horse Archer 1 (Paris) has defeated Frederick's Axeman!
Turn 107, 200 BC: Napoleon's Horse Archer 10 (Copper City) (6.60) vs Frederick's Archer (3.75)
Turn 107, 200 BC: Combat Odds: 96.8%
Turn 107, 200 BC: (Extra Combat: -10%)
Turn 107, 200 BC: (River Attack: +25%)
Turn 107, 200 BC: Frederick's Archer is hit for 26 (74/100HP)
Turn 107, 200 BC: Frederick's Archer is hit for 26 (48/100HP)
Turn 107, 200 BC: Frederick's Archer is hit for 26 (22/100HP)
Turn 107, 200 BC: Napoleon's Horse Archer 10 (Copper City) is hit for 15 (85/100HP)
Turn 107, 200 BC: Frederick's Archer is hit for 26 (0/100HP)
Turn 107, 200 BC: Napoleon's Horse Archer 10 (Copper City) has defeated Frederick's Archer!
Turn 107, 200 BC: Khalid ibn al-Walid (Great General) has been born in Copper City (Napoleon)!

Turn 108, 175 BC: You have discovered Monarchy!
Turn 108, 175 BC: You have discovered Priesthood!
Turn 108, 175 BC: The revolution has begun!!!
Turn 108, 175 BC: Napoleon adopts Hereditary Rule!
Turn 108, 175 BC: The anarchy is over! Your government is re-established.
Turn 108, 175 BC: Churchill adopts Hereditary Rule!
Turn 108, 175 BC: Mao Zedong adopts Hereditary Rule!

Turn 109, 150 BC: Napoleon's Catapult 7 (Paris) (4.40) vs Frederick's Swordsman (4.87)
Turn 109, 150 BC: Combat Odds: 58.1%
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +10%)
Turn 109, 150 BC: (City Attack: -45%)
Turn 109, 150 BC: Napoleon's Catapult 7 (Paris) is hit for 20 (68/100HP)
Turn 109, 150 BC: Frederick's Swordsman is hit for 19 (81/100HP)
Turn 109, 150 BC: Frederick's Swordsman is hit for 19 (62/100HP)
Turn 109, 150 BC: Napoleon's Catapult 7 (Paris) is hit for 20 (48/100HP)
Turn 109, 150 BC: Frederick's Swordsman is hit for 19 (43/100HP)
Turn 109, 150 BC: Napoleon's Catapult 7 (Paris) is hit for 20 (28/100HP)
Turn 109, 150 BC: Napoleon's Catapult 7 (Paris) is hit for 20 (8/100HP)
Turn 109, 150 BC: Napoleon's Catapult 7 (Paris) is hit for 20 (0/100HP)
Turn 109, 150 BC: Frederick's Swordsman has defeated Napoleon's Catapult 7 (Paris)!
Turn 109, 150 BC: Napoleon's Catapult 6 (Double Fish) (5.00) vs Frederick's Spearman (5.23)
Turn 109, 150 BC: Combat Odds: 61.2%
Turn 109, 150 BC: (Extra Combat: +20%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: Frederick's Spearman is hit for 18 (71/100HP)
Turn 109, 150 BC: Napoleon's Catapult 6 (Double Fish) is hit for 21 (79/100HP)
Turn 109, 150 BC: Napoleon's Catapult 6 (Double Fish) is hit for 21 (58/100HP)
Turn 109, 150 BC: Napoleon's Catapult 6 (Double Fish) is hit for 21 (37/100HP)
Turn 109, 150 BC: Napoleon's Catapult 6 (Double Fish) is hit for 21 (16/100HP)
Turn 109, 150 BC: Napoleon's Catapult 6 (Double Fish) is hit for 21 (0/100HP)
Turn 109, 150 BC: Frederick's Spearman has defeated Napoleon's Catapult 6 (Double Fish)!
Turn 109, 150 BC: Napoleon's Catapult 9 (Orleans) (5.00) vs Frederick's Spearman (4.27)
Turn 109, 150 BC: Combat Odds: 90.2%
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: Frederick's Spearman is hit for 20 (58/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 20 (38/100HP)
Turn 109, 150 BC: Napoleon's Catapult 9 (Orleans) is hit for 19 (81/100HP)
Turn 109, 150 BC: Napoleon's Catapult 11 (Orleans) (5.00) vs Frederick's Spearman (3.67)
Turn 109, 150 BC: Combat Odds: 93.4%
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: Napoleon's Catapult 11 (Orleans) is hit for 19 (81/100HP)
Turn 109, 150 BC: Napoleon's Catapult 11 (Orleans) is hit for 19 (62/100HP)
Turn 109, 150 BC: Napoleon's Catapult 11 (Orleans) is hit for 19 (43/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 20 (47/100HP)
Turn 109, 150 BC: Napoleon's Catapult 11 (Orleans) is hit for 19 (24/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 20 (27/100HP)
Turn 109, 150 BC: Napoleon's Catapult 11 (Orleans) is hit for 19 (5/100HP)
Turn 109, 150 BC: Napoleon's Catapult 11 (Orleans) is hit for 19 (0/100HP)
Turn 109, 150 BC: Frederick's Spearman has defeated Napoleon's Catapult 11 (Orleans)!
Turn 109, 150 BC: Charles Martel (Great General) has been born in Cologne (Frederick)!
Turn 109, 150 BC: Napoleon's Catapult 13 (Orleans) (5.00) vs Frederick's Swordsman (3.14)
Turn 109, 150 BC: Combat Odds: 99.2%
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +10%)
Turn 109, 150 BC: Napoleon's Catapult 13 (Orleans) is hit for 20 (80/100HP)
Turn 109, 150 BC: Napoleon's Catapult 10 (Double Fish) (4.40) vs Frederick's Spearman (2.94)
Turn 109, 150 BC: Combat Odds: 95.9%
Turn 109, 150 BC: (Extra Combat: +20%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: Frederick's Spearman is hit for 20 (30/100HP)
Turn 109, 150 BC: Napoleon's Catapult 8 (Double Fish) (3.45) vs Frederick's Spearman (2.74)
Turn 109, 150 BC: Combat Odds: 87.7%
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: Frederick's Spearman is hit for 20 (30/100HP)
Turn 109, 150 BC: Napoleon's Catapult 4 (Orleans) (3.25) vs Frederick's Axeman (2.55)
Turn 109, 150 BC: Combat Odds: 88.0%
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: Napoleon's Catapult 4 (Orleans) is hit for 19 (46/100HP)
Turn 109, 150 BC: Frederick's Axeman is hit for 20 (30/100HP)
Turn 109, 150 BC: Napoleon's Spearman 1 (Copper City) (4.00) vs Frederick's Spearman (2.24)
Turn 109, 150 BC: Combat Odds: 97.2%
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: Napoleon's Spearman 1 (Copper City) is hit for 18 (82/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (29/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (8/100HP)
Turn 109, 150 BC: Napoleon's Spearman 1 (Copper City) is hit for 18 (64/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (0/100HP)
Turn 109, 150 BC: Napoleon's Spearman 1 (Copper City) has defeated Frederick's Spearman!
Turn 109, 150 BC: Napoleon's Horse Archer 2 (Paris) (7.20) vs Frederick's Spearman (2.55)
Turn 109, 150 BC: Combat Odds: 99.8%
Turn 109, 150 BC: (Extra Combat: -20%)
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (Combat: +100%)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (6/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (0/100HP)
Turn 109, 150 BC: Napoleon's Horse Archer 2 (Paris) has defeated Frederick's Spearman!
Turn 109, 150 BC: Napoleon's Horse Archer 6 (Paris) (7.20) vs Frederick's Spearman (2.47)
Turn 109, 150 BC: Combat Odds: 99.8%
Turn 109, 150 BC: (Extra Combat: -20%)
Turn 109, 150 BC: (Extra Combat: +20%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (Combat: +100%)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (4/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (0/100HP)
Turn 109, 150 BC: Napoleon's Horse Archer 6 (Paris) has defeated Frederick's Spearman!
Turn 109, 150 BC: Napoleon's Horse Archer 7 (Copper City) (7.20) vs Frederick's Spearman (2.37)
Turn 109, 150 BC: Combat Odds: 99.9%
Turn 109, 150 BC: (Extra Combat: -20%)
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (Combat: +100%)
Turn 109, 150 BC: Frederick's Spearman is hit for 22 (3/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 22 (0/100HP)
Turn 109, 150 BC: Napoleon's Horse Archer 7 (Copper City) has defeated Frederick's Spearman!
Turn 109, 150 BC: Napoleon's Horse Archer 3 (Copper City) (6.60) vs Frederick's Spearman (2.37)
Turn 109, 150 BC: Combat Odds: 99.8%
Turn 109, 150 BC: (Extra Combat: -10%)
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +25%)
Turn 109, 150 BC: (Combat: +100%)
Turn 109, 150 BC: Napoleon's Horse Archer 3 (Copper City) is hit for 18 (82/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (4/100HP)
Turn 109, 150 BC: Frederick's Spearman is hit for 21 (0/100HP)
Turn 109, 150 BC: Napoleon's Horse Archer 3 (Copper City) has defeated Frederick's Spearman!
Turn 109, 150 BC: Napoleon's Horse Archer 4 (Copper City) (6.00) vs Frederick's Swordsman (1.83)
Turn 109, 150 BC: Combat Odds: 99.9%
Turn 109, 150 BC: (Extra Combat: +10%)
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: (Fortify: +10%)
Turn 109, 150 BC: Frederick's Swordsman is hit for 22 (3/100HP)
Turn 109, 150 BC: Frederick's Swordsman is hit for 22 (0/100HP)
Turn 109, 150 BC: Napoleon's Horse Archer 4 (Copper City) has defeated Frederick's Swordsman!
Turn 109, 150 BC: Napoleon's Horse Archer 5 (Double Fish) (6.00) vs Frederick's Axeman (1.27)
Turn 109, 150 BC: Combat Odds: 100.0%
Turn 109, 150 BC: (Plot Defense: +2%)
Turn 109, 150 BC: Frederick's Axeman is hit for 27 (0/100HP)
Turn 109, 150 BC: Napoleon's Horse Archer 5 (Double Fish) has defeated Frederick's Axeman!
Turn 109, 150 BC: You have captured Munich!!!
Turn 109, 150 BC: You have constructed a Monument in Copper City. Work has now begun on a Settler.

Turn 110, 125 BC: Paris has grown to size 10.
Turn 110, 125 BC: Paris has become unhappy.
Turn 110, 125 BC: Berlin has grown to size 5.
Turn 110, 125 BC: Stalin has 60 gold available for trade.
Turn 110, 125 BC: Stalin is the worst enemy of Gandhi.
Turn 110, 125 BC: Gandhi is the worst enemy of Mehmed II, Saladin, Mao Zedong.
Turn 110, 125 BC: The borders of Berlin are about to expand.
Turn 110, 125 BC: Churchill will trade Iron
Turn 110, 125 BC: Gandhi will trade Crab, Ivory
Turn 110, 125 BC: Will Sign Open Borders: Gandhi
Turn 110, 125 BC: Your Catapult 12 (Paris) has reduced the defenses of Cologne to 0%!
Turn 110, 125 BC: Orleans will grow to size 6 on the next turn.
Turn 110, 125 BC: Hamburg will grow to size 4 on the next turn.
Turn 110, 125 BC: The borders of Berlin have expanded!
Turn 110, 125 BC: James Clerk Maxwell (Great Scientist) has been born in Beijing (Mao Zedong)!

Turn 111, 100 BC: Paris has become happy.
Turn 111, 100 BC: Orleans has grown to size 6.
Turn 111, 100 BC: Hamburg has grown to size 4.
Turn 111, 100 BC: Napoleon's Catapult 12 (Paris) (5.00) vs Frederick's Archer (6.75)
Turn 111, 100 BC: Combat Odds: 26.2%
Turn 111, 100 BC: (Plot Defense: +25%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (Hills Defense: +45%)
Turn 111, 100 BC: (City Attack: -20%)
Turn 111, 100 BC: Your Catapult 12 (Paris) has caused collateral damage! (2 Units)
Turn 111, 100 BC: Napoleon's Catapult 12 (Paris) is hit for 23 (77/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 17 (83/100HP)
Turn 111, 100 BC: Napoleon's Catapult 12 (Paris) is hit for 23 (54/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 17 (66/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 17 (49/100HP)
Turn 111, 100 BC: Napoleon's Catapult 12 (Paris) is hit for 23 (31/100HP)
Turn 111, 100 BC: Napoleon's Catapult 12 (Paris) is hit for 23 (8/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 17 (32/100HP)
Turn 111, 100 BC: Napoleon's Catapult 12 (Paris) is hit for 23 (0/100HP)
Turn 111, 100 BC: Frederick's Archer has defeated Napoleon's Catapult 12 (Paris)!
Turn 111, 100 BC: Your Catapult 12 (Paris) has died trying to attack a Archer!
Turn 111, 100 BC: Napoleon's Horse Archer 2 (Paris) (7.20) vs Frederick's Axeman (7.20)
Turn 111, 100 BC: Combat Odds: 50.0%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Extra Combat: +10%)
Turn 111, 100 BC: (Plot Defense: +25%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: Napoleon's Horse Archer 2 (Paris) is hit for 20 (80/100HP)
Turn 111, 100 BC: Frederick's Axeman is hit for 19 (71/100HP)
Turn 111, 100 BC: Frederick's Axeman is hit for 19 (52/100HP)
Turn 111, 100 BC: Frederick's Axeman is hit for 19 (33/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 2 (Paris) is hit for 20 (60/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 2 (Paris) is hit for 20 (40/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 2 (Paris) is hit for 20 (20/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 2 (Paris) is hit for 20 (0/100HP)
Turn 111, 100 BC: Frederick's Axeman has defeated Napoleon's Horse Archer 2 (Paris)!
Turn 111, 100 BC: Your Horse Archer 2 (Paris) has died trying to attack a Axeman!
Turn 111, 100 BC: Napoleon's Horse Archer 6 (Paris) (7.20) vs Frederick's Archer (5.28)
Turn 111, 100 BC: Combat Odds: 87.3%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Plot Defense: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (Hills Defense: +25%)
Turn 111, 100 BC: Frederick's Archer is hit for 22 (66/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 22 (44/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 22 (22/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 6 (Paris) is hit for 17 (83/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 22 (0/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 6 (Paris) has defeated Frederick's Archer!
Turn 111, 100 BC: Your Horse Archer 6 (Paris) has destroyed a Archer!
Turn 111, 100 BC: Napoleon's Chariot 1 (Paris) (4.80) vs Frederick's Archer (2.35)
Turn 111, 100 BC: Combat Odds: 97.5%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Plot Defense: +25%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (Hills Defense: +45%)
Turn 111, 100 BC: Frederick's Archer is hit for 19 (13/100HP)
Turn 111, 100 BC: Napoleon's Chariot 1 (Paris) is hit for 20 (80/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 19 (0/100HP)
Turn 111, 100 BC: Napoleon's Chariot 1 (Paris) has defeated Frederick's Archer!
Turn 111, 100 BC: Your Chariot 1 (Paris) has destroyed a Archer!
Turn 111, 100 BC: Napoleon's Horse Archer 7 (Copper City) (7.20) vs Frederick's Axeman (2.64)
Turn 111, 100 BC: Combat Odds: 99.8%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Extra Combat: +10%)
Turn 111, 100 BC: (Plot Defense: +25%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: Frederick's Axeman is hit for 23 (10/100HP)
Turn 111, 100 BC: Frederick's Axeman is hit for 23 (0/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 7 (Copper City) has defeated Frederick's Axeman!
Turn 111, 100 BC: Your Horse Archer 7 (Copper City) has destroyed a Axeman!
Turn 111, 100 BC: You have captured a Worker
Turn 111, 100 BC: You have captured Cologne!!!
Turn 111, 100 BC: Napoleon's Catapult 14 (Paris) (5.00) vs Frederick's Swordsman (7.86)
Turn 111, 100 BC: Combat Odds: 15.7%
Turn 111, 100 BC: (Plot Defense: +26%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Attack: -20%)
Turn 111, 100 BC: Your Catapult 14 (Paris) has caused collateral damage! (3 Units)
Turn 111, 100 BC: Napoleon's Catapult 14 (Paris) is hit for 25 (75/100HP)
Turn 111, 100 BC: Napoleon's Catapult 14 (Paris) is hit for 25 (50/100HP)
Turn 111, 100 BC: Frederick's Swordsman is hit for 15 (85/100HP)
Turn 111, 100 BC: Frederick's Swordsman is hit for 15 (70/100HP)
Turn 111, 100 BC: Frederick's Swordsman is hit for 15 (55/100HP)
Turn 111, 100 BC: Napoleon's Catapult 14 (Paris) is hit for 25 (25/100HP)
Turn 111, 100 BC: Frederick's Swordsman is hit for 15 (40/100HP)
Turn 111, 100 BC: Napoleon's Catapult 14 (Paris) is hit for 25 (0/100HP)
Turn 111, 100 BC: Frederick's Swordsman has defeated Napoleon's Catapult 14 (Paris)!
Turn 111, 100 BC: Your Catapult 14 (Paris) has died trying to attack a Swordsman!
Turn 111, 100 BC: Napoleon's Catapult 15 (Orleans) (5.00) vs Frederick's Archer (6.49)
Turn 111, 100 BC: Combat Odds: 41.8%
Turn 111, 100 BC: (Plot Defense: +26%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (Hills Defense: +45%)
Turn 111, 100 BC: Your Catapult 15 (Orleans) has caused collateral damage! (2 Units)
Turn 111, 100 BC: Frederick's Archer is hit for 16 (72/100HP)
Turn 111, 100 BC: Napoleon's Catapult 15 (Orleans) is hit for 23 (77/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 16 (56/100HP)
Turn 111, 100 BC: Napoleon's Catapult 15 (Orleans) is hit for 23 (54/100HP)
Turn 111, 100 BC: Napoleon's Catapult 15 (Orleans) is hit for 23 (31/100HP)
Turn 111, 100 BC: Napoleon's Catapult 15 (Orleans) is hit for 23 (8/100HP)
Turn 111, 100 BC: Napoleon's Catapult 15 (Orleans) is hit for 23 (0/100HP)
Turn 111, 100 BC: Frederick's Archer has defeated Napoleon's Catapult 15 (Orleans)!
Turn 111, 100 BC: Your Catapult 15 (Orleans) has died trying to attack a Archer!
Turn 111, 100 BC: Napoleon's Horse Archer 10 (Copper City) (7.20) vs Frederick's Archer (4.81)
Turn 111, 100 BC: Combat Odds: 90.1%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Extra Combat: +10%)
Turn 111, 100 BC: (Plot Defense: +26%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (Hills Defense: +25%)
Turn 111, 100 BC: Frederick's Archer is hit for 22 (54/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 22 (32/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 10 (Copper City) is hit for 17 (83/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 10 (Copper City) is hit for 17 (66/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 22 (10/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 10 (Copper City) is hit for 17 (49/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 10 (Copper City) is hit for 17 (32/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 10 (Copper City) is hit for 17 (15/100HP)
Turn 111, 100 BC: Your Horse Archer 10 (Copper City) has withdrawn from combat with a Archer!
Turn 111, 100 BC: Napoleon's Horse Archer 8 (Orleans) (6.00) vs Frederick's Archer (4.58)
Turn 111, 100 BC: Combat Odds: 86.1%
Turn 111, 100 BC: (Plot Defense: +26%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (Hills Defense: +25%)
Turn 111, 100 BC: Frederick's Archer is hit for 21 (55/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 21 (34/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 8 (Orleans) is hit for 18 (82/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 8 (Orleans) is hit for 18 (64/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 8 (Orleans) is hit for 18 (46/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 21 (13/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 21 (0/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 8 (Orleans) has defeated Frederick's Archer!
Turn 111, 100 BC: Your Horse Archer 8 (Orleans) has destroyed a Archer!
Turn 111, 100 BC: Napoleon's Horse Archer 9 (Double Fish) (6.00) vs Frederick's Archer (4.13)
Turn 111, 100 BC: Combat Odds: 94.6%
Turn 111, 100 BC: (Plot Defense: +26%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (City Defense: +50%)
Turn 111, 100 BC: (Hills Defense: +45%)
Turn 111, 100 BC: Napoleon's Horse Archer 9 (Double Fish) is hit for 19 (81/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 20 (36/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 20 (16/100HP)
Turn 111, 100 BC: Frederick's Archer is hit for 20 (0/100HP)
Turn 111, 100 BC: Napoleon's Horse Archer 9 (Double Fish) has defeated Frederick's Archer!
Turn 111, 100 BC: Your Horse Archer 9 (Double Fish) has destroyed a Archer!
Turn 111, 100 BC: Napoleon's Axeman 1 (Paris) (6.00) vs Frederick's Swordsman (2.42)
Turn 111, 100 BC: Combat Odds: 99.9%
Turn 111, 100 BC: (Extra Combat: -20%)
Turn 111, 100 BC: (Plot Defense: +26%)
Turn 111, 100 BC: (Fortify: +25%)
Turn 111, 100 BC: (Combat: -50%)
Turn 111, 100 BC: Napoleon's Axeman 1 (Paris) is hit for 16 (84/100HP)
Turn 111, 100 BC: Frederick's Swordsman is hit for 23 (17/100HP)
Turn 111, 100 BC: Napoleon's Axeman 1 (Paris) is hit for 16 (68/100HP)
Turn 111, 100 BC: Frederick's Swordsman is hit for 23 (0/100HP)
Turn 111, 100 BC: Napoleon's Axeman 1 (Paris) has defeated Frederick's Swordsman!
Turn 111, 100 BC: Your Axeman 1 (Paris) has destroyed a Swordsman!
Turn 111, 100 BC: You have discovered Paper!
Turn 111, 100 BC: St. Paul (Great Prophet) has been born in London (Churchill)!
Turn 111, 100 BC: Islam has spread in Munich.
Turn 111, 100 BC: Hatshepsut adopts Representation!

Turn 112, 75 BC: Orleans can hurry Barracks for 2⇴ with 40ℤ overflow and +1⇤ for 10 turns.
Turn 112, 75 BC: Berlin can hurry Granary for 2⇴ with 28ℤ overflow and +1⇤ for 14 turns.
Turn 112, 75 BC: Munich will be pacified on the next turn.
Turn 112, 75 BC: Hatshepsut has 60 gold available for trade.
Turn 112, 75 BC: Mao Zedong has 50 gold available for trade.
Turn 112, 75 BC: Will Trade Map: Frederick, Gandhi, Hatshepsut, Mao Zedong, Mehmed II
 
Sorry I've been out, but I have Civ reinstalled now.

Trade Monarchy to Hatty for whatever gold you can get, she researches it next turn.

The only buildings that should be getting built in most cities right now is a granary. We don't need culture.

We should start building galleys in Cologne to facilitate future wars, even if we decide to go for stalin next.

We should try to fit some civic changes soon. Switching to Islam will get us close to Friendly if not all the way there with Hatty, which would let us trade for Metal Casting. Theocracy is the best for war, and we can whip a monastery in Orleans for religion spread.
 
I built monuments primarily for happiness, as before getting HR, ivory, silver, and (soon) wines we needed it. The culture is useful as well, especially in new cities that did not have any.

We have a very long way to go yet. Some infrastructure other than granaries will be worth building. I think barracks in troop-producing cities will be well worth it; stables too if we will build elephants.

If we plan to spread and adopt a state religion, do we want Islam or Christianity? Hatty has been willing to trade with us (Calendar), so Metal Casting is either not widely enough known or she wants to build the Colossus before trading it.

How many EP would we need to steal a tech from her? Our spy has 50% discount now. Not sure if that is worth trying to do or not?
 
Great work haphazard!

I will look at the save and put a PPP together Wednesday evening.
 
Good luck, Sun Tzu Wu! You can finish off Frederic. :D I thought I would be able to wipe him out, but Frankfurt unexpectedly grew to size 2 (no idea where it got the food) and let him whip one more defender on the last turn. So I was one attacker short. :(

Overall I think we are in a pretty strong position now. Munich and Cologne will be good cities, and if we replace Frankfurt to grab sheep, copper, and iron that will be an excellent hammer city for pumping out troops. Commerce to drive research may be a bit of an issue, but our cottages will continue developing. And we have several cities with enough food to run scientists, which will also help us bulb key techs.

With access to elephants, do we want to press the attack against our neighbors? And if so, who is the next target?
 
We can make peace with Frederick for Metal Casting. That means he sticks around for 10 more turns before we can finish him off and settle our Frankfurt replacement city.
 
I suggest we play one turn to complete the second Great Scientist, so we can double bulb Education. Then we can see how long it will take us to complete Gunpowder.

I agree with haphazard that we should start trading for World Maps so we can reveal more of our world.

Our Iron City should build a few galleys in case we want to capture Thebes for The Pyramids.

It would be nice to get Feudalism from the AI while we research Gunpowder. We could then vassal Hatshepsut.
 
If we get Code of Laws and Philosophy, we can complete Liberalism and take Nationalism as our free technology which would allow us to draft Musketman.
 
I will wait for feed back from the team regarding the above suggestions.

BTW, we are significantly behind the other three teams in score. The power graph is not working for me now. I haven't tried the other graphs.
 
If Frederic will hand over Metal Casting for peace, then letting him live 10 more turns seems worth it. We may get another diplo malus for redeclaring on him later, not sure if anyone likes him enough? But MC is an expensive tech, and would be very useful to get. Frankfurt is tiny and unimproved, so maybe he produces another archer or two -- nothing we can't deal with later. Note that there was a German galley near Copper City's fish -- if we finish him off fast enough later hopefully it will not have time to pillage our nets.

If we can trade for other techs we should do so; anything that boosts the overall tech pace will help us get to railroads faster.

The various progress graphs work for me; we are closer on culture and military power than score but still lag the other teams. Their power went up earlier than ours did and have some drops/dips, so I am guessing earlier conquering. Score is mainly population and land, plus tech and wonders, so earlier warring seems the likely explanation for their higher scores.

Do we want to do anything with our army while we research towards our musketeers? Or wait and make a big blitz later?
 
I suggest we capture Thebes ASAP, so we have access to The Pyramids and Representation and other government civics.

We need to control Hatshepsut ASAP, before she becomes a run away AI.
 
I think we can manage to handle Hatshepsut, as long as we do so fairly soon. She does not seem to have enough cities to truly explode away from us in power and tech, at least not right away. And our musketeers are not far off at this point. If we are worried, we could move sooner with elephants or knights; they would likely be strong enough to do the job.

We will need some ferry boats to move troops efficiently against Hatty. Galleys are slow and limited capacity but I doubt we want to wait for Astro. Maybe a preliminary push through the Ottomans on our way to Egypt? We are going to need to take Istanbul eventually anyway, and maybe we could grab Jerusalem along the way.

Longer term we will need to deal with all the AIs, assuming we go for conquest rather than some other victory condition. Wiping out a couple of the weaker ones sooner, boosting our city count in the process, might be useful.
 
I think Hatty is not capable of running away with this, and is only where she is now because of GL from turn 0. That being said, we can use those free scientists better than she can.

These guys are real pushovers. We don't need to draft to out produce them, and can save liberalism for something more expensive on the way to railroad.
 
Both good points.

Looking at what technologies Hatshepsut can research, we can determine how far ahead she is already.
 
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