SGOTM 23 - Xteam

I see good work has been done in my absence, again. So, I should continue to contribute to our success, as I will be out of town all day tomorrow.

Wondering if we are still building a trireme in Ivory Coast with a cease fire.

Suggest that our newly captured workers can be put to good use soon as lumberjacks in Portugal.

Only count 6 musketeers. Hope there is planning as to where we will produce many more in the next few turns.

Will check in tomorrow night. May be able to play some on Wednesday, if needed.
 
I need to take a break for a few hours. I am starting to make mental errors (like forgetting to whip Yar).

Sorry it is not much of a write-up.

T133, 450AD (continued)
Research rate 100%
Espionage rate 0% on Joao
Yar whips missionary and gets a chop.

Joao has to much on his hands to talk about declaring war. (He is only pleased with us we slipped a few points)

Trade Gandhi Fur for Dyes.
Get Open Borders with Darius.

We get a Cease Fire with Hatty.

Hamburg starts building a Theater.

Between Turns: Joao wants to be our vassal. I politely refuse.
Barb Galley attacks our Trireme. The Trireme sinks the galley :)

T134, 475AD
Research rate 100%
Espionage rate 0% on Joao

Ivory Coast Drafts
Macau whips a Chariot.
Hamburg whips a theater.
Rostov Drafts.
I see that Joao has a Maceman.
Islam is spread to Susa.
We Declare war on Stalin.
Our Horse Archer kills Russian Horse Archer.
WE pillage Russian Horses.
Musketman kills Spearman by our workers.

Between Turn: Joao finish University of Sankore.

Ruby Bay finishes Forge starts Courthouse.
Athens Catapult > Theater.
Aberdeen Courthouse > Spy
Aberdeen Drafts.

WE learn Printing Press and Start Chemistry
T135, 500AD
Research rate 100%
Espionage rate 0% on Joao

At Orenburg: Musketeer killed by Swordsman. Musketeer kills an Axeman. Musketeer kills swordsman Orenburg is captured. (91 gold pillaged and it has a granary)

Novograd is well defended ( 2 Swordsman, 1 Axeman, 1 Spearman, 2 Archers)

Christianity is spread to Istanbul.

Kublai does not want Orenburg. We cancel Fish for 4 gpt and gift him 1 gpt and he accepts Orenburg. I cost us 1 gpt by not waiting for Orenburg to “register with Kublai. He does not want another city yet. I guess it takes a turn for the new distance to city calculation.

Between Turns:
Heliopolis, Alexandria and Istanbul are pacified.

T136, 520AD
Research rate 100%
Espionage rate 0% on Joao
We gift Moscow to Kublai.

Judaism spreads to Paris.
Istanbul Drafts (it is starving) and I start it on a theater.

We are running out of gold. This is the last turn we can research at 100%.

We are ready to attack Joao. All the galleys are loaded with troops and in Heliopolis.
Took a while to get them there since they had been scattered dodging Triremes.

The Logs:
Session Turn Log from 425 AD to 520 AD: Not included since text to long.
I have kept a copy is you want me to post it.

Autolog:
Spoiler :
Turn 132/500 (425 AD) [29-Aug-2016 14:42:23]
Axeman 14 (Athens) promoted: Combat I
Horse Archer 13 (Ivory Coast) promoted: Combat I
Horse Archer 13 (Ivory Coast) promoted: Combat II
A Farm was built near London
100% Research: 635 per turn
0% Culture: 126 per turn
0% Espionage: 25 per turn
0% Gold: -234 per turn, 948 in the bank

After End Turn:
A Musketeer was drafted in Rostov
Paris finishes: Christian Monastery
XO Cognac grows to size 9
Orleans finishes: Forge
London grows to size 7
Transylvania finishes: Granary
Argent grows to size 10
Argent finishes: Heroic Epic
Hamburg grows to size 6
Ruby Bay grows to size 5
Athens finishes: Barracks
Gold Coast grows to size 3
St. Pete grows to size 8
Aberdeen grows to size 5
Moscow finishes: Jewish Missionary
Edirne finishes: Islamic Missionary

Other Player Actions:
While defending in French territory near Aberdeen, Galley 2 (XO Cognac) loses to Barbarian Galley (1.60/2) (Prob Victory: 67.8%)
A Fishing Boats was destroyed near Aberdeen
A Fishing Boats near Aberdeen was destroyed by Barbarian Galley
Attitude Change: Churchill (England) towards Joao II (Portugal), from 'Annoyed' to 'Cautious'
Attitude Change: Darius I (Persia) towards Frederick (Germany), from 'Pleased' to 'Cautious'
Attitude Change: Joao II (Portugal) towards Churchill (England), from 'Cautious' to 'Pleased'
Attitude Change: Mao Zedong (China) towards Napoleon REAL (France), from 'Cautious' to 'Pleased'

Turn 133/500 (450 AD) [29-Aug-2016 15:12:59]
Orleans begins: Work Boat (2 turns)
Argent begins: Musketeer (2 turns)
Athens begins: Catapult (2 turns)
While attacking, Catapult 11 (Hamburg) escapes from Egyptian Archer (Prob Victory: 20.3%)
While attacking in Egyptian territory at Memphis, Catapult 11 (Hamburg) loses to Egyptian Archer (2.52/3) (Prob Victory: 20.3%)
While attacking, Horse Archer 9 (Paris) decimates Egyptian Archer (Prob Victory: 85.9%)
While attacking in Egyptian territory at Memphis, Horse Archer 9 (Paris) (2.76/6) defeats Egyptian Archer (Prob Victory: 85.9%)
While attacking, Musketeer decimates Egyptian Archer (Prob Victory: 86.8%)
While attacking in Egyptian territory at Memphis, Musketeer (7.47/9) defeats Egyptian Archer (Prob Victory: 86.8%)
While attacking, War Elephant 1 (Rostov) decimates Egyptian Archer (Prob Victory: 95.5%)
While attacking in Egyptian territory at Memphis, War Elephant 1 (Rostov) (6.80/8) defeats Egyptian Archer (Prob Victory: 95.5%)
Islam has spread: Memphis
Captured Memphis (Hatshepsut)
While attacking, Horse Archer 4 (Paris) decimates Egyptian Catapult (Prob Victory: 99.4%)
While attacking in the wild near Alexandria, Horse Archer 4 (Paris) (4.80/6) defeats Egyptian Catapult (Prob Victory: 99.4%)
While attacking, Horse Archer 12 (York) decimates Egyptian Archer (Prob Victory: 54.4%)
While attacking in the wild near Ivory Coast, Horse Archer 12 (York) (3.54/6) defeats Egyptian Archer (Prob Victory: 54.4%)
A Farm was built near London
A Cottage was built near Orleans
While attacking, Musketeer decimates Egyptian Archer (Prob Victory: 64.0%)
While attacking in Egyptian territory at Heliopolis, Musketeer (4.14/9) defeats Egyptian Archer (Prob Victory: 64.0%)
While attacking, Musketeer decimates Egyptian Archer (Prob Victory: 64.0%)
While attacking in Egyptian territory at Heliopolis, Musketeer (4.14/9) defeats Egyptian Archer (Prob Victory: 64.0%)
While attacking, Musketeer decimates Egyptian War Chariot (Prob Victory: 73.0%)
While attacking in Egyptian territory at Heliopolis, Musketeer (2.52/9) defeats Egyptian War Chariot (Prob Victory: 73.0%)
Islam has spread: Heliopolis
Captured Heliopolis (Hatshepsut)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 133/500 (450 AD) [29-Aug-2016 21:08:08]
Napoleon REAL (France) and Hatshepsut (Egypt) have signed a peace treaty
Hamburg begins: Theatre (9 turns)
100% Research: 678 per turn
0% Culture: 132 per turn
0% Espionage: 30 per turn
0% Gold: -235 per turn, 895 in the bank

After End Turn:
Paris grows to size 12
Orleans grows to size 7
Lyons finishes: Catapult
Argent finishes: Musketeer
Ivory Coast grows to size 6
St. Pete grows to size 9
Rostov grows to size 6
Moscow finishes: Chariot
Yar finishes: Buddhist Missionary
Macau's borders expand
A Hamlet was built near Paris

Other Player Actions:
While defending in French territory near Aberdeen, Trireme 1 (Ruby Bay) (0.80/2) defeats Barbarian Galley (Prob Victory: 90.2%)
Attitude Change: Hatshepsut (Egypt) towards Napoleon REAL (France), from 'Furious' to 'Annoyed'

Turn 134/500 (475 AD) [29-Aug-2016 21:18:21]
Diplomacy: Joao II (Portugal) offers to become a vassal of Napoleon REAL (France)
Diplomacy: Napoleon REAL (France) rejects gift of Vassal State (??? Turn) from Joao II (Portugal)
Argent begins: Trireme (1 turns)
Ivory Coast begins: Catapult (3 turns)
Musketeer promoted: Combat I
Musketeer promoted: Combat I
Musketeer promoted: Combat I
Musketeer promoted: Combat I
Chariot 24 (Moscow) promoted: Combat I
A Farm was built near Gold Coast
A Farm was built near Moscow
A Farm was built near Ruby Bay
A Winery was built
Musketeer 1 (Argent) promoted: Combat I
Lyons begins: Spy (4 turns)
Napoleon REAL (France) declares war on Stalin (Russia)
While attacking, Horse Archer 10 (Hamburg) decimates Russian Horse Archer (Prob Victory: 50.0%)
While attacking in French territory at Moscow, Horse Archer 10 (Hamburg) (2.40/6) defeats Russian Horse Archer (Prob Victory: 50.0%)
A Pasture near Moscow was destroyed by French Chariot 24 (Moscow) (0 gold)
While attacking, Musketeer 1 (Argent) decimates Russian Spearman (Prob Victory: 71.9%)
While attacking in French territory near Argent, Musketeer 1 (Argent) (7.38/9) defeats Russian Spearman (Prob Victory: 71.9%)
100% Research: 689 per turn
0% Culture: 132 per turn
0% Espionage: 35 per turn
0% Gold: -248 per turn, 660 in the bank

After End Turn:
The whip was applied in Hamburg
A Musketeer was drafted in Ivory Coast
A Musketeer was drafted in Rostov
Whip anger has decreased in Aberdeen
The whip was applied in Macau
Tech research finished: Printing Press
Paris finishes: Christian Missionary
XO Cognac finishes: Spy
Orleans finishes: Work Boat
Lyons grows to size 5
Transylvania finishes: Chariot
Argent grows to size 11
Argent finishes: Trireme
Hamburg grows to size 6
Hamburg finishes: Theatre
Cologne grows to size 6
Ruby Bay finishes: Forge
Athens finishes: Catapult
St. Pete grows to size 10
Aberdeen grows to size 6
Aberdeen finishes: Courthouse
Yar grows to size 3
Yar finishes: Maceman
York grows to size 4
Macau finishes: Chariot

Other Player Actions:
Attitude Change: Darius I (Persia) towards Frederick (Germany), from 'Cautious' to 'Pleased'
Civics Change: Saladin(Arabia) from 'Organized Religion' to 'Theocracy'

Turn 135/500 (500 AD) [29-Aug-2016 22:17:54]
XO Cognac begins: Spy (3 turns)
Orleans begins: Settler (4 turns)
Argent begins: Musketeer (2 turns)
Ruby Bay begins: Courthouse (5 turns)
Athens begins: Theatre (2 turns)
Aberdeen begins: Spy (3 turns)
While attacking, Musketeer escapes from Russian Swordsman (Prob Victory: 32.2%)
While attacking in Russian territory at Orenburg, Musketeer loses to Russian Swordsman (3.72/6) (Prob Victory: 32.2%)
While attacking, Musketeer decimates Russian Axeman (Prob Victory: 71.2%)
While attacking in Russian territory at Orenburg, Musketeer (5.76/9) defeats Russian Axeman (Prob Victory: 71.2%)
While attacking, Musketeer decimates Russian Swordsman (Prob Victory: 94.7%)
While attacking in Russian territory at Orenburg, Musketeer (7.38/9) defeats Russian Swordsman (Prob Victory: 94.7%)
Taoism has spread: Orenburg
Captured Orenburg (Stalin)
Christianity has spread: Istanbul
Catapult 16 (Athens) promoted: Barrage I
A Farm was built near Ruby Bay
A Farm was built near Cologne
Musketeer 1 (Argent) promoted: Combat II
Horse Archer 10 (Hamburg) promoted: Combat III
Taoism has been removed: Orenburg
Orenburg lost
Yar begins: Spy (5 turns)
Yar begins: Catapult (7 turns)
100% Research: 705 per turn
0% Culture: 135 per turn
0% Espionage: 37 per turn
0% Gold: -248 per turn, 503 in the bank

After End Turn:
A Musketeer was drafted in Orleans
A Musketeer was drafted in Aberdeen
XO Cognac grows to size 10
London grows to size 8
Argent finishes: Musketeer
Ruby Bay grows to size 6
Athens finishes: Theatre
Ivory Coast grows to size 6
Gold Coast grows to size 4
Gold Coast finishes: Pikeman
St. Pete grows to size 11
Rostov grows to size 6
Rostov finishes: Catapult
Jackpot grows to size 2

Other Player Actions:
While defending in Russian territory at Novgorod, Chariot 24 (Moscow) loses to Russian Swordsman (4.98/6) (Prob Victory: 21.7%)
State Religion Change: Stalin (Russia) from 'Judaism' to 'Hinduism'
Attitude Change: Frederick (Germany) towards Napoleon REAL (France), from 'Annoyed' to 'Cautious'
Attitude Change: Gandhi (India) towards Churchill (England), from 'Cautious' to 'Pleased'
Attitude Change: Gandhi (India) towards Stalin (Russia), from 'Annoyed' to 'Cautious'
Attitude Change: Kublai Khan (Mongolia) towards Mao Zedong (China), from 'Pleased' to 'Friendly'
Attitude Change: Mao Zedong (China) towards Saladin (Arabia), from 'Cautious' to 'Pleased'
Civics Change: Churchill(England) from 'Paganism' to 'Organized Religion'

Turn 136/500 (520 AD) [29-Aug-2016 23:10:30]
Argent begins: Musketeer (2 turns)
Argent begins: Galley (1 turns)
Athens begins: Horse Archer (2 turns)
Athens begins: Catapult (2 turns)
Gold Coast begins: Spy (7 turns)
Rostov begins: War Elephant (5 turns)
A Farm was built near St. Pete
Musketeer promoted: Combat I
Judaism has been removed: Moscow
Moscow lost
Musketeer promoted: Combat I
Musketeer 2 (Argent) promoted: Combat I
Judaism has spread: Paris
While attacking, Horse Archer 9 (Paris) decimates Russian Scout (Prob Victory: 100.0%)
While attacking in French territory at Thebes, Horse Archer 9 (Paris) (6.00/6) defeats Russian Scout (Prob Victory: 100.0%)
A Farm was built near Cologne
A Farm was built near Gold Coast
A Farm was built near Rostov
Istanbul begins: Theatre (3 turns)
Paris begins: Jewish Monastery (4 turns)
Paris begins: Jewish Monastery (4 turns)


The Save:
 
Things sound good overall.


Jersey Joe said:
Musketman kills Spearman by our workers.
Thanks for catching that!


Jersey Joe said:
I guess it takes a turn for the new distance to city calculation.
I'm not really sure what happened there, but did we gift the other Cities or is he at least willing to take the other Cities when we decide that we're ready to gift the other Cities?
 
PPP
XO Cognac can build Farms or Workshops--Farms can start at 1 W of Macau

Paris can steal back its Cow

Paris' Farm can become a Cottage

Jackpot's Forest should get Chopped and it should have Farms of its own

St. Pete's can build a Theatre that we can 2-pop-whip next turn, but we will complete it later, after dumping overflow Hammers from The Taj Mahal into The National Epic

Our Great General needs to join with our troops, preferably with 5 Musketeers on the same square as him

Our Workers aren't ready to Chop the Forests near the gifted Cities, so we can't recapture Moscow and Transylvania until those Forests get Chopped

Get Islam spread to every AI:
1. We can either spread it to Hangzhou for China (we'll have to walk through Hilly terrain, probably escorted by a Musketeer) or gift a City to China
2. We cannot spread Islam to Gandhi as he won't give us Open Borders, so we can spread it to the Chinese City of Xian (also through the same path as the Hangzhou Missionary) or else gift a City to Gandhi. Since Xian borders Gandhi's lands, we can aim to capture from Mao and gift to Gandhi, meaning that we'll need to have a secondary stack of Units for Mao, which could complicate warring
3. and 4. and 5. Stalin, Churchill, and Joao can later be gifted Cities with Islam in them or those AIs can be eliminated later
6. We will also want to spread Islam a little bit more domestically, and later, to a couple of Kublai's Cities, but not to enough of Kublai's Cities that he'd switch his State Religion to Islam

Hatty seems to have learned Feudalism. Frederick, too!

Figure out how to get as many Chops as possible at St. Pete's while still in Organized Religion

Draft this turn, Draft next turn, and then Draft on the following turn and on that following turn, switch Civics to Bureaucracy and Pacifism

Yar can cold-whip a Scout to get it down to Size 1 before gifting the City if we're not ready to immediately recapture it

With our Civic switch targeted for 2 turns from now, we will set up our Cities to align with this goal:
Cities that will hire Specialists for an attempt at a Great Person will attempt to grow, but if they cannot grow, they'll hire Specialists immediately

Cities that will hire Specialists include:
XO Cognac
London
Hamburg
St. Pete's

Cities that would like to hire Specialists but cannot yet due to lacking Specialist-assigning Buildings are:
Thebes
Alexandria

So, those Cities need cheap Buildings that will allow them to hire Specialists, such as Theatres


If possible, Drafts should be documented in our PPP. Since we'll be in Nationhood for 3 more rounds of Drafting, and I believe that we already Drafted in Istanbul this turn, so that means planning out 8 Drafts. Here are the possibilities:
Rostov
Orleans
Cologne
Ruby Bay
Lyons (T137 at the earliest)
Cologne a second time (T138)
Aberdeen (T138)
Ivory Coast

Let's do them in this order:
T136
Rostov (for Stalin and Kublai)
Cologne (for Stalin and Kublai)

T137
Orleans (for Joao)
Lyons (for Joao)
Ivory Coast (for Joao)

T138
Cologne again
Aberdeen
Ruby Bay


We should gift Macau to Joao and then declare war on Joao--we can land on the P For at 1 SW of Oporto, if it's not already guarded by a Unit, to allow our 2-movement-point Units the ability to attack either City

We should gift 1 Gold per Turn to Kublai until our coffers bleed or he is willing to accept a 1-pop-whipped Yar and Transylvania, then declare war on him

Before we declare war on Kublai, our Great General can meet the Musketeer at 1 NE of Moscow (by walking through Moscow)

Kublai has a Keshik that we see close to Rostov

We'll have to wait 2 turns to be able to recapture Moscow and Transylvania, until our Workers can get in position to Chop

It's too soon for Argent to build Galleys and we can wait for our Drydocks to get built, unless there is a pressing need for a Galley, but I don't see any having been sent eastward through the Fort, so I don't see evidence of a pressing need, so let's make Trebuchets, but make Catapults on turns when we don't have enough Hammers to complete a Trebuchet


We will delay gifting Cities to Kublai by 1 turn in order to get 2 Catapults closer to Novgorod
 
I'm almost out of time, so I'm just going to do my best to play according to that plan.


Turnset Report
T136, 520 AD
Frederick gives us a 1 GPT Tribute and 10 more turns of enforced Peace. I really don't want to risk Joao bribing Frederick against us
Joao gets Macau
Joao has a Scout and a Horse Archer in Frederick's lands, so we'll have to be careful
Joao has Units at 1 SW of Oporto, so we'll drop off at 1 SE of Lisbon, then take Oporto later when we have more troops, since Oporto is on a Hills square
Our Muskeeteer confirms that we don't see other Portuguese troops in Germany, other than another Scout
Transylvania has no need for Food, so it works the Silver for the same Hammers while earning +2 Commerce
Hamburg hires Artists
Argent builds a Cat
Rostov and Cologne Draft
St. Pete's builds a Theatre
Thebes builds Culture
Istanbul builds Culture


T137, 540 AD
Darius' Units roam all around of our Cities and then he Demands that we stop trading with Kublai--we cannot do so, as then we couldn't gift Cities to Kublai. Let's hope that Darius doesn't declare war on us in the future

Kublai is willing to take Yar and Transylvania, so we trash Yar by cold-whipping a Scout so that Kublai can't whip his own City Defender there and then gift both Cities to him

We move our 2 additional Catapults into Russia's Cultural Borders, we take Kublai's pile of Gold for Aesthetics, and then we declare war on Kublai

We Draft as per the plan

I delay capturing Kublai's Cities in order to spread our Great General's XP around--his Keshik is actually quite strong and I don't want to dare lose a fight to it by attacking with a wounded and unpromoted Musketeer--we need 40 War Success, and if possible 0 losses, and we'd lose relative War Success if we lost the fight to kill that Keshik

Gandhi not wanting to Open Borders with us is going to make it pretty hard to get Islam to Mao's Cities... we can slowly walk on Hills through Peaks, but we discover that Stalin has troops in Persepolis (an Axeman and a Horse Archer), so we'll have to watch out for Stalin taking down Edirne from the back route... for now, our Missionary runs away from Stalin's Units and hopes that Stalin doesn't catch him

As such, Istanbul will have to Draft next turn, giving the Missionary an escort

It looks like Hatty will settle 3 S of Memphis to try to troll us

I messed up and thought that it would make sense to send Galleys to pick up Musketeers, but forgot to bring the Workers from Egypt with us. Maybe 4 Workers could head toward Thebes to help with building Roads eastward of Thebes and to build Windmills on the unimproved Hills at Thebes, but I suppose that the rest of the Egypt Workers can head to our core area for now, since Hatty has done a good job of improving the squares in Egypt

Saladin is sending a Great Merchant to the east, so watch for him possibly getting a large stack of Gold that we'd want to buy off of him for a tech such as Drama or Music


T138, 560 AD
I think that we should switch Civics to Bureaucracy and Pacifism now, but we can do so at the start of the next turnset

Our Axeman near Thebes Pillages the Horse so that Hatty won't get control of it again when Pi-Ramesses' Cultural Borders expand

I don't think that it's wise to Draft or whip Istanbul, as it grows slowly, has nice Mines to work, and doesn't have its Granary yet, so we Draft in Rostov yet again and send that Musketeer southward, to possibly kill Stalin's Units with help from our Spearman (if Stalin's Axeman defends against our Musketeer, our Spearman can kill Stalin's Horse Archer--that is, if Stalin's Units are still in or near Persepolis)

I'll give some suggestions for the next player:
Keep Joao alive by not capturing Macau

Ensure that XO Cognac, London, Hamburg, St. Pete's, Thebes, and Alexandria hire as many Specialists (not counting Citizen Specialists, as they don't produce GPP) as makes sense to hire (i.e. still work enough Food)... I didn't hire 2 Scientists in XO Cognac, for example, because we'd be losing Food and we don't want to end up with too many Great Scientists

We have 2 more Drafts to perform this turn

We should probably switch Civics to Bureaucracy + Pacifism this turn

Cologne is better off hiring a Spy Specialist than working a 1-Food Coast square, but in most cases, we're probably better off growing our Cities, especially since we'll soon capture The Colossus, which will make Coast squares even stronger

I've made some more Spies--they can unload from the sea in London to save our boat the trouble of unloading them directly in London, since we don't yet need the Fortification Bonus

I'm going to leave the Joao attack up to you

I think that Kublai's Keshik went to Orenburg--feel free to recapture our Cities from Kublai now--I left a Musketeer a bit south-east of Transylvania for that purpose, and bring a couple of Musketeers to take down Orenburg, preferably, promoted and full-health ones, so that we don't lose the battle, but have a backup Unit to make the kill if we do happen to lose the battle--I saw odds of only about 66% against the Keshik, so it won't be an easy kill

I've tried hiring Specialists in the Cities in which we'll try for Great People and I whipped the Forge in Thebes so that next turn, we can hire an Engineer Specialist and soon thereafter 2 Artist Specialists

I don't know what to do about Alexandria--we could 2-pop-whip a Theatre and then work 1 Cottage and 2 Artists or we could simply work 5 semi-matured Cottages--I'd probably suggest working the semi-matured Cottages, as then the City can also grow, and we can build a Mine with some Workers to help finish off the Theatre. Let's try to be efficient with our Workers, so rather than sending multiple Workers to a Hills square, one Worker could go to a Hills square while another Worker goes to a different Hills square and we Road both squares--the City can then just grow while working the Flood Plains squares until we have a Mine and then maybe also a Windmill built that we can work to finish off the Theatre

We won't get all of the Hammers possible in The National Epic in St. Pete's by Revolting Civics this turn, but I think that getting the extra Commerce from Bureaucracy and the extra GPP from Pacifism will be worth earning less Hammers in St. Pete's National Epic, since we get +100% GPP in every City, including in St. Pete's, with Christianity when in Pacifism, so Pacifism is like a National Epic in every City of ours that matters. This turn, we dump Chops into The National Epic in St. Pete's. Next turn, St. Pete's can complete it's already-whipped Theatre and overflow those Hammers into the National Epic.

Remember to pick 2 Cities in which to Draft before switching Civics to Bureaucracy + Pacifism, and try to be careful to see how much Happiness a City has remaining--perhaps Cities in England will be best in terms of Happiness levels

Remember to perform Binary Research (100% Gold aka 0% Science or 100% Science)


Saved game from Central

Good luck!


Once we switch out of Org Rel, Edirne won't be able to build Missionaries, so it could probably build a Courthouse, while Istanbul can aim to build an Islamic Monastery and then Missionaries

Getting Missionaries to Mao is going to take a long journey past dangerous Russians in Persian territory and then treking slowly through Hills, but hopefully our Missionaries will survive the journey (for now, we only have the one Missionary) and can hopefully successfully spread in Hangzhou and Xian, or else build Settlers and spread Islam in newly-built Cities
 
Thinking about it more, if we build Roads to the east of Darius through the Ice Hills that are between the Peaks, rather than sending an army, we can probably get away with not having to capture Xian, so at least one, and probably late Settlers and Islamic Missionaries are called for, such that we can gift a junk City with Islam in it, one to each of Gandhi and Mao.

Anyway, the main point is to get 3 Workers, along with 1 Musketeer as an escort, down to that Ice Hills area to the east of Darius to start building a Road path, to make it easier for us to gift Cities with Islam in them
 
We should have razed Thebes and destoryed the Apostolic Palace (if that is possible)

There was an Apostolic Palace Vote to restore Thebes to Hatty (of course we voted no).

The Vote came in and everyone,but us, voted to restore Thebes to Hatty. :sad:

Then Hatty becomes a vassal of Mao. :(

Also, Saladin has captured Jerusalem.

Looking for guidance.

The report:
T138, 560AD
Research rate 100%
Espionage rate 0% on Hatty

Cologne Drafts, Ruby Drafts, Aberdeen Drafts,
Edrine whips Missionary.
Aberdeen Fish Netted

We capture Moscow (it still has granary).
We capture Transylvania (it still has granary).

Between Turns: Apostolic Palace vote Assign Thebes to Hatty. We Vote No.
Jerusalem is captured by Saladin. :(

We learn Chemistry and start on Steel.


T139, 580AD
Research rate 100%
Espionage rate 0% on Joao

Musketeer kills Keshik and we capture Orenburg. We get a cease fire with Kublai.

At Lisbon Catapult killed by Longbow. Musketeer killed by longbow. Musketeer killed by longbow. Horse Archer wounds maceman and retreats. Horse Archer killed by maceman. Horse Archer kills Longbow. Chariot killed by axeman. Musketeer kills axeman. Horse Archer kills longbow. Musketeer kills maceman and we capture Lisbon. (pillage enough gold to fund a turn of research) Buildings in Lisbon: Lighthouse, Harbor Forge, Academy, The Colossus, University of Sankore.

Istanbul whip granary.

We switch civics to Bureaucracy and Pacifism (that 1 gold per unit sure adds up)

Between Turn:
Apostolic Vote forces us to return Thebes to Hatty.
Hatty becomes vassal of Mao.

T140, 600AD
Research rate 100%
Espionage rate 0% on Joao

Saved to Consult.

The Logs:
Session Turn Log from 560 AD to 600 AD:
Spoiler :

Turn 138, 560 AD: Joao II is willing to negotiate.
Turn 138, 560 AD: Stalin is willing to negotiate.
Turn 138, 560 AD: Kublai Khan is the worst enemy of Frederick.
Turn 138, 560 AD: The borders of Yar are about to expand.
Turn 138, 560 AD: Darius I will trade Corn
Turn 138, 560 AD: Will Trade Map: Joao II, Stalin
Turn 138, 560 AD: Will Sign Peace Treaty: Joao II, Stalin
Turn 138, 560 AD: Clearing a Forest has created 24 ℤ for St. Pete.
Turn 138, 560 AD: Christianity has spread in Thebes.
Turn 138, 560 AD: You have plundered 4ℴ from the Pasture!
Turn 138, 560 AD: Kublai Khan refuses to talk.
Turn 138, 560 AD: You are the worst enemy of Churchill, Gandhi, Kublai Khan, Joao II, Stalin.
Turn 138, 560 AD: Mao Zedong is the worst enemy of Hatshepsut.
Turn 138, 560 AD: Gandhi is the worst enemy of Saladin, Mao Zedong.
Turn 138, 560 AD: Kublai Khan is the worst enemy of Frederick, Darius I.
Turn 138, 560 AD: Darius I will trade Corn
Turn 138, 560 AD: Saladin will trade Clam
Turn 138, 560 AD: Mao Zedong will trade Crab
Turn 138, 560 AD: Will Trade Map: Darius I, Hatshepsut, Joao II, Mao Zedong, Stalin
Turn 138, 560 AD: Will Sign Peace Treaty: Joao II, Stalin
Turn 138, 560 AD: Clearing a Forest has created 24 ℤ for St. Pete.
Turn 138, 560 AD: You have captured Moscow!!!
Turn 138, 560 AD: The borders of Moscow have expanded!
Turn 138, 560 AD: Your Catapult 12 (Orleans) has reduced the defenses of Novgorod to 46%!
Turn 138, 560 AD: Your Catapult 14 (Cologne) has reduced the defenses of Lisbon to 52%!
Turn 138, 560 AD: Your Catapult 15 (Lyons) has reduced the defenses of Lisbon to 49%!
Turn 138, 560 AD: You have captured Transylvania!!!
Turn 138, 560 AD: The borders of Transylvania have expanded!
Turn 138, 560 AD: You have discovered Chemistry!
Turn 138, 560 AD: You have constructed a Taoist Monastery in Paris. Work has now begun on a Jewish Monastery.
Turn 138, 560 AD: You have trained a Spy in XO Cognac. Work has now begun on a Spy.
Turn 138, 560 AD: The borders of Yar have expanded!
Turn 138, 560 AD: You have trained a Trebuchet in Argent. Work has now begun on a Catapult.
Turn 138, 560 AD: You have trained a Spy in Ivory Coast. Work has now begun on a Spy.
Turn 138, 560 AD: You have constructed a Forge in Thebes. Work has now begun on a Theatre.
Turn 138, 560 AD: You have trained a Spy in Aberdeen. Work has now begun on a Spy.
Turn 138, 560 AD: You have trained a Spy in York. Work has now begun on a Spy.
Turn 138, 560 AD: You have trained Islamic Missionary in Edirne. Work has now begun on a Courthouse.
Turn 138, 560 AD: Confucianism has spread in Transylvania.
Turn 138, 560 AD: St. Augustine (Great Prophet) has been born in Berlin (Frederick)!
Turn 138, 560 AD: Aryabhata (Great Scientist) has been born in Pataliputra (Gandhi)!
Turn 138, 560 AD: Jerusalem (Barbarian) has been captured by the Arabian Empire!!!
Turn 138, 560 AD: Sir Alexander Mackenzie (Great Merchant) has been born in Lisbon (Joao II)!
Turn 138, 560 AD: Mao Zedong adopts Bureaucracy!
Turn 138, 560 AD: Mao Zedong adopts Organized Religion!

Turn 139, 580 AD: St. Pete can hurry National Epic for 1⇴ with 24ℤ overflow and +1⇤ for 59 turns.
Turn 139, 580 AD: Thebes can hurry Theatre for 1⇴ with 26ℤ overflow and +1⇤ for 19 turns.
Turn 139, 580 AD: Rostov has grown to size 6.
Turn 139, 580 AD: Rostov has become unhappy.
Turn 139, 580 AD: Aberdeen can hurry Spy for 2⇴ with 21ℤ overflow and +1⇤ for 15 turns.
Turn 139, 580 AD: Moscow will be pacified on the next turn.
Turn 139, 580 AD: York has grown to size 4.
Turn 139, 580 AD: York can hurry Spy for 2⇴ with 6ℤ overflow and +1⇤ for 27 turns.
Turn 139, 580 AD: Istanbul can hurry Granary for 1⇴ with 36ℤ overflow and +1⇤ for 10 turns.
Turn 139, 580 AD: Memphis will be pacified on the next turn.
Turn 139, 580 AD: Gandhi has 50 gold available for trade.
Turn 139, 580 AD: Kublai Khan has 6 gold per turn available for trade.
Turn 139, 580 AD: Kublai Khan is willing to negotiate.
Turn 139, 580 AD: Kublai Khan is the worst enemy of Hatshepsut.
Turn 139, 580 AD: The borders of Hamburg are about to expand.
Turn 139, 580 AD: The borders of Moscow are about to expand.
Turn 139, 580 AD: Will Trade Map: Kublai Khan
Turn 139, 580 AD: Will Sign Peace Treaty: Kublai Khan
Turn 139, 580 AD: Napoleon REAL's Musketeer (9.00) vs Kublai Khan's Scout (1.85)
Turn 139, 580 AD: Combat Odds: 100.0%
Turn 139, 580 AD: (Extra Combat: +10%)
Turn 139, 580 AD: (Plot Defense: +75%)
Turn 139, 580 AD: Kublai Khan's Scout is hit for 39 (61/100HP)
Turn 139, 580 AD: Kublai Khan's Scout is hit for 39 (22/100HP)
Turn 139, 580 AD: Kublai Khan's Scout is hit for 39 (0/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer has defeated Kublai Khan's Scout!
Turn 139, 580 AD: Your Musketeer has destroyed a Scout!
Turn 139, 580 AD: Napoleon REAL's Musketeer (9.00) vs Kublai Khan's Keshik (7.20)
Turn 139, 580 AD: Combat Odds: 70.0%
Turn 139, 580 AD: (Extra Combat: +20%)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 17 (83/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 17 (66/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 17 (49/100HP)
Turn 139, 580 AD: Kublai Khan's Keshik is hit for 22 (78/100HP)
Turn 139, 580 AD: Kublai Khan's Keshik is hit for 22 (56/100HP)
Turn 139, 580 AD: Kublai Khan's Keshik is hit for 22 (34/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 17 (32/100HP)
Turn 139, 580 AD: Kublai Khan's Keshik is hit for 22 (12/100HP)
Turn 139, 580 AD: Kublai Khan's Keshik is hit for 22 (0/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer has defeated Kublai Khan's Keshik!
Turn 139, 580 AD: Your Musketeer has destroyed a Keshik!
Turn 139, 580 AD: You have captured Orenburg!!!
Turn 139, 580 AD: You have made peace with Kublai Khan!
Turn 139, 580 AD: Your Catapult 20 (Yar) has reduced the defenses of Novgorod to 42%!
Turn 139, 580 AD: Your Catapult 12 (Orleans) has reduced the defenses of Novgorod to 38%!
Turn 139, 580 AD: Your Catapult 14 (Cologne) has reduced the defenses of Lisbon to 45%!
Turn 139, 580 AD: Napoleon REAL's Catapult 15 (Lyons) (5.00) vs Joao II's Longbowman (12.90)
Turn 139, 580 AD: Combat Odds: 0.4%
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: (Fortify: +25%)
Turn 139, 580 AD: (City Defense: +45%)
Turn 139, 580 AD: Your Catapult 15 (Lyons) has caused collateral damage! (3 Units)
Turn 139, 580 AD: Napoleon REAL's Catapult 15 (Lyons) is hit for 31 (69/100HP)
Turn 139, 580 AD: Napoleon REAL's Catapult 15 (Lyons) is hit for 31 (38/100HP)
Turn 139, 580 AD: Napoleon REAL's Catapult 15 (Lyons) is hit for 31 (7/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 12 (88/100HP)
Turn 139, 580 AD: Napoleon REAL's Catapult 15 (Lyons) is hit for 31 (0/100HP)
Turn 139, 580 AD: Joao II's Longbowman has defeated Napoleon REAL's Catapult 15 (Lyons)!
Turn 139, 580 AD: Your Catapult 15 (Lyons) has died trying to attack a Longbowman!
Turn 139, 580 AD: Napoleon REAL's Musketeer (9.90) vs Joao II's Longbowman (11.35)
Turn 139, 580 AD: Combat Odds: 35.0%
Turn 139, 580 AD: (Extra Combat: -10%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: (Fortify: +25%)
Turn 139, 580 AD: (City Defense: +45%)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 22 (78/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 22 (56/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 22 (34/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 22 (12/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 18 (70/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 22 (0/100HP)
Turn 139, 580 AD: Joao II's Longbowman has defeated Napoleon REAL's Musketeer!
Turn 139, 580 AD: Your Musketeer has died trying to attack a Longbowman!
Turn 139, 580 AD: Napoleon REAL's Musketeer (9.70) vs Joao II's Longbowman (10.10)
Turn 139, 580 AD: Combat Odds: 40.7%
Turn 139, 580 AD: (Extra Combat: -10%)
Turn 139, 580 AD: (Extra Combat: +10%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: (Fortify: +5%)
Turn 139, 580 AD: (City Defense: +25%)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 20 (78/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 19 (72/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 19 (53/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 19 (34/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 20 (58/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 19 (15/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 20 (38/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 20 (18/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer is hit for 20 (0/100HP)
Turn 139, 580 AD: Joao II's Longbowman has defeated Napoleon REAL's Musketeer!
Turn 139, 580 AD: Your Musketeer has died trying to attack a Longbowman!
Turn 139, 580 AD: Napoleon REAL's Horse Archer 13 (Ivory Coast) (7.20) vs Joao II's Maceman (11.40)
Turn 139, 580 AD: Combat Odds: 4.6%
Turn 139, 580 AD: (Extra Combat: -20%)
Turn 139, 580 AD: (Extra Combat: +10%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 13 (Ivory Coast) is hit for 25 (75/100HP)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 13 (Ivory Coast) is hit for 25 (50/100HP)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 13 (Ivory Coast) is hit for 25 (25/100HP)
Turn 139, 580 AD: Your Horse Archer 13 (Ivory Coast) has withdrawn from combat with a Maceman!
Turn 139, 580 AD: Napoleon REAL's Horse Archer 12 (York) (7.20) vs Joao II's Maceman (9.56)
Turn 139, 580 AD: Combat Odds: 22.1%
Turn 139, 580 AD: (Extra Combat: -20%)
Turn 139, 580 AD: (Extra Combat: +10%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: (Combat: -25%)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 12 (York) is hit for 23 (77/100HP)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 12 (York) is hit for 23 (54/100HP)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 12 (York) is hit for 23 (31/100HP)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 12 (York) is hit for 23 (8/100HP)
Turn 139, 580 AD: Joao II's Maceman is hit for 17 (75/100HP)
Turn 139, 580 AD: Joao II's Maceman is hit for 17 (58/100HP)
Turn 139, 580 AD: Joao II's Maceman is hit for 17 (41/100HP)
Turn 139, 580 AD: Joao II's Maceman is hit for 17 (24/100HP)
Turn 139, 580 AD: Joao II's Maceman is hit for 17 (7/100HP)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 12 (York) is hit for 23 (0/100HP)
Turn 139, 580 AD: Joao II's Maceman has defeated Napoleon REAL's Horse Archer 12 (York)!
Turn 139, 580 AD: Your Horse Archer 12 (York) has died trying to attack a Maceman!
Turn 139, 580 AD: Napoleon REAL's Horse Archer 4 (Paris) (7.80) vs Joao II's Longbowman (9.03)
Turn 139, 580 AD: Combat Odds: 41.2%
Turn 139, 580 AD: (Extra Combat: -30%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: (Fortify: +25%)
Turn 139, 580 AD: (City Defense: +45%)
Turn 139, 580 AD: Joao II's Longbowman is hit for 16 (54/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 16 (38/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 16 (22/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 16 (6/100HP)
Turn 139, 580 AD: Joao II's Longbowman is hit for 16 (0/100HP)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 4 (Paris) has defeated Joao II's Longbowman!
Turn 139, 580 AD: Your Horse Archer 4 (Paris) has destroyed a Longbowman!
Turn 139, 580 AD: Napoleon REAL's Chariot 1 (Lyons) (4.40) vs Joao II's Axeman (3.74)
Turn 139, 580 AD: Combat Odds: 71.9%
Turn 139, 580 AD: (Extra Combat: -10%)
Turn 139, 580 AD: (Extra Combat: +10%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: (Fortify: +25%)
Turn 139, 580 AD: (Class Attack: -100%)
Turn 139, 580 AD: Napoleon REAL's Chariot 1 (Lyons) is hit for 18 (82/100HP)
Turn 139, 580 AD: Napoleon REAL's Chariot 1 (Lyons) is hit for 18 (64/100HP)
Turn 139, 580 AD: Napoleon REAL's Chariot 1 (Lyons) is hit for 18 (46/100HP)
Turn 139, 580 AD: Joao II's Axeman is hit for 21 (69/100HP)
Turn 139, 580 AD: Joao II's Axeman is hit for 21 (48/100HP)
Turn 139, 580 AD: Napoleon REAL's Chariot 1 (Lyons) is hit for 18 (28/100HP)
Turn 139, 580 AD: Napoleon REAL's Chariot 1 (Lyons) is hit for 18 (10/100HP)
Turn 139, 580 AD: Joao II's Axeman is hit for 21 (27/100HP)
Turn 139, 580 AD: Napoleon REAL's Chariot 1 (Lyons) is hit for 18 (0/100HP)
Turn 139, 580 AD: Joao II's Axeman has defeated Napoleon REAL's Chariot 1 (Lyons)!
Turn 139, 580 AD: Your Chariot 1 (Lyons) has died trying to attack a Axeman!
Turn 139, 580 AD: Napoleon REAL's Musketeer (9.00) vs Joao II's Axeman (2.43)
Turn 139, 580 AD: Combat Odds: 100.0%
Turn 139, 580 AD: (Extra Combat: +10%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: (Fortify: +25%)
Turn 139, 580 AD: Joao II's Axeman is hit for 25 (2/100HP)
Turn 139, 580 AD: Joao II's Axeman is hit for 25 (0/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer has defeated Joao II's Axeman!
Turn 139, 580 AD: Your Musketeer has destroyed a Axeman!
Turn 139, 580 AD: Napoleon REAL's Horse Archer 15 (Gold Coast) (6.00) vs Joao II's Longbowman (1.66)
Turn 139, 580 AD: Combat Odds: 100.0%
Turn 139, 580 AD: (Extra Combat: +10%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: (Fortify: +5%)
Turn 139, 580 AD: (City Defense: +25%)
Turn 139, 580 AD: Joao II's Longbowman is hit for 19 (0/100HP)
Turn 139, 580 AD: Napoleon REAL's Horse Archer 15 (Gold Coast) has defeated Joao II's Longbowman!
Turn 139, 580 AD: Your Horse Archer 15 (Gold Coast) has destroyed a Longbowman!
Turn 139, 580 AD: Napoleon REAL's Musketeer (9.70) vs Joao II's Maceman (0.86)
Turn 139, 580 AD: Combat Odds: 100.0%
Turn 139, 580 AD: (Extra Combat: -10%)
Turn 139, 580 AD: (Extra Combat: +10%)
Turn 139, 580 AD: (Plot Defense: +45%)
Turn 139, 580 AD: Joao II's Maceman is hit for 24 (0/100HP)
Turn 139, 580 AD: Napoleon REAL's Musketeer has defeated Joao II's Maceman!
Turn 139, 580 AD: Your Musketeer has destroyed a Maceman!
Turn 139, 580 AD: You have captured a Worker
Turn 139, 580 AD: You have captured Lisbon!!!
Turn 139, 580 AD: Napoleon REAL adopts Bureaucracy!
Turn 139, 580 AD: Napoleon REAL adopts Pacifism!
Turn 139, 580 AD: You have trained a Settler in Orleans. Work has now begun on a Spy.
Turn 139, 580 AD: You have trained a Catapult in Argent. Work has now begun on a Courthouse.
Turn 139, 580 AD: The borders of Hamburg have expanded!
Turn 139, 580 AD: You have trained a Spy in Gold Coast. Work has now begun on a Spy.
Turn 139, 580 AD: You have constructed National Epic in St. Pete. Work has now begun on a Theatre.
Turn 139, 580 AD: The borders of Moscow have expanded!
Turn 139, 580 AD: You have constructed a Granary in Istanbul. Work has now begun on a Islamic Monastery.
Turn 139, 580 AD: Joao II refuses to talk.
Turn 139, 580 AD: Hatshepsut adopts Caste System!
Turn 139, 580 AD: Hatshepsut has agreed to become a vassal state of Mao Zedong
Turn 139, 580 AD: The Apostolic Palace voting members have announced their decision: Assign the French city of Thebes to Hatshepsut (Requires 96 of 155 Total Votes)

Turn 140, 600 AD: Paris has grown to size 14.
Turn 140, 600 AD: Lyons has become happy.
Turn 140, 600 AD: Argent has grown to size 13.
Turn 140, 600 AD: Argent can hurry Courthouse for 3⇴ with 43ℤ overflow and +1⇤ for 43 turns.
Turn 140, 600 AD: Cologne has grown to size 7.
Turn 140, 600 AD: Moscow has been pacified.
Turn 140, 600 AD: Jackpot has grown to size 3.
Turn 140, 600 AD: Memphis has been pacified.
Turn 140, 600 AD: Darius I has 50 gold available for trade.
Turn 140, 600 AD: Saladin has 50 gold available for trade.
Turn 140, 600 AD: You are the worst enemy of Hatshepsut.
Turn 140, 600 AD: The borders of Memphis are about to expand.

AutoLog:
Spoiler :
Turn 138/500 (560 AD) [30-Aug-2016 07:30:30]
Paris begins: Taoist Monastery (1 turns)
Paris begins: Jewish Monastery (4 turns)
Gold Coast begins: Spy (5 turns)
Aberdeen begins: Spy (4 turns)
Edirne begins: Courthouse (6 turns)
Istanbul begins: Islamic Monastery (3 turns)
XO Cognac begins: Spy (3 turns)
A Fishing Boats was built near Aberdeen
Musketeer promoted: Combat I
Trebuchet 1 (Argent) promoted: Barrage I
Moscow's borders expand
Judaism has spread: Moscow
Captured Moscow (Kublai Khan)
Moscow begins: Spy (41 turns)
Transylvania's borders expand
Captured Transylvania (Kublai Khan)
Transylvania begins: Spy (8 turns)
100% Research: 939 per turn
0% Culture: 158 per turn
0% Espionage: 52 per turn
0% Gold: -286 per turn, 503 in the bank

After End Turn:
A Musketeer was drafted in Ruby Bay
A Musketeer was drafted in Aberdeen
The whip was applied in Moscow
A Musketeer was drafted in Moscow
The whip was applied in Edirne
The whip was applied in Transylvania
A Musketeer was drafted in Transylvania
Tech research finished: Chemistry
Paris finishes: Taoist Monastery
A Hamlet was built near Paris
XO Cognac finishes: Spy
Lyons grows to size 6
Yar's borders expand
Argent finishes: Trebuchet
Ivory Coast grows to size 6
Ivory Coast finishes: Spy
Thebes finishes: Forge
Rostov grows to size 6
Aberdeen grows to size 6
Aberdeen finishes: Spy
York grows to size 4
York finishes: Spy
Edirne grows to size 2
Edirne finishes: Islamic Missionary
Confucianism has spread: Transylvania

Other Player Actions:
Civics Change: Mao Zedong(China) from 'Barbarism' to 'Bureaucracy'
Civics Change: Mao Zedong(China) from 'Paganism' to 'Organized Religion'

Turn 139/500 (580 AD) [30-Aug-2016 09:02:29]
While attacking, Musketeer decimates Mongolian Scout (Prob Victory: 100.0%)
While attacking in French territory at Istanbul, Musketeer (9.00/9) defeats Mongolian Scout (Prob Victory: 100.0%)
While attacking, Musketeer decimates Mongolian Keshik (Prob Victory: 70.0%)
While attacking in French territory at Orenburg, Musketeer (2.88/9) defeats Mongolian Keshik (Prob Victory: 70.0%)
Taoism has spread: Orenburg
Captured Orenburg (Kublai Khan)
Napoleon REAL (France) and Kublai Khan (Mongolia) have signed a peace treaty
While attacking, Catapult 15 (Lyons) escapes from Portuguese Longbowman (Prob Victory: 0.4%)
While attacking in Portuguese territory at Lisbon, Catapult 15 (Lyons) loses to Portuguese Longbowman (5.28/6) (Prob Victory: 0.4%)
While attacking, Musketeer escapes from Portuguese Longbowman (Prob Victory: 35.0%)
While attacking in Portuguese territory at Lisbon, Musketeer loses to Portuguese Longbowman (4.20/6) (Prob Victory: 35.0%)
While attacking, Musketeer escapes from Portuguese Longbowman (Prob Victory: 40.7%)
While attacking in Portuguese territory at Lisbon, Musketeer loses to Portuguese Longbowman (0.90/6) (Prob Victory: 40.7%)
While attacking, Horse Archer 13 (Ivory Coast) escapes from Portuguese Maceman (Prob Victory: 4.6%)
While attacking, Horse Archer 12 (York) escapes from Portuguese Maceman (Prob Victory: 22.1%)
While attacking in Portuguese territory at Lisbon, Horse Archer 12 (York) loses to Portuguese Maceman (0.56/8) (Prob Victory: 22.1%)
While attacking, Horse Archer 4 (Paris) decimates Portuguese Longbowman (Prob Victory: 41.2%)
While attacking in Portuguese territory at Lisbon, Horse Archer 4 (Paris) (6.00/6) defeats Portuguese Longbowman (Prob Victory: 41.2%)
While attacking, Chariot 1 (Lyons) escapes from Portuguese Axeman (Prob Victory: 71.9%)
While attacking in Portuguese territory at Lisbon, Chariot 1 (Lyons) loses to Portuguese Axeman (1.35/5) (Prob Victory: 71.9%)
While attacking, Musketeer decimates Portuguese Axeman (Prob Victory: 100.0%)
While attacking in Portuguese territory at Lisbon, Musketeer (9.00/9) defeats Portuguese Axeman (Prob Victory: 100.0%)
While attacking, Horse Archer 15 (Gold Coast) decimates Portuguese Longbowman (Prob Victory: 100.0%)
While attacking in Portuguese territory at Lisbon, Horse Archer 15 (Gold Coast) (6.00/6) defeats Portuguese Longbowman (Prob Victory: 100.0%)
While attacking, Musketeer decimates Portuguese Maceman (Prob Victory: 100.0%)
While attacking in Portuguese territory at Lisbon, Musketeer (8.82/9) defeats Portuguese Maceman (Prob Victory: 100.0%)
Christianity has spread: Lisbon
Captured Lisbon (Joao II)
Trebuchet 2 (Argent) promoted: Barrage I
Catapult 18 (Argent) promoted: City Raider I
A Farm was built near Rostov
A Cottage was built near Paris
Argent begins: Courthouse (2 turns)
100% Research: 1114 per turn
0% Culture: 161 per turn
0% Espionage: 46 per turn
0% Gold: -357 per turn, 431 in the bank

After End Turn:
A Musketeer was drafted in Ruby Bay
A Musketeer was drafted in Athens
Whip anger has decreased in Ivory Coast
A Musketeer was drafted in Aberdeen
The whip was applied in Orenburg
A Musketeer was drafted in Orenburg
The whip was applied in Istanbul
Paris grows to size 14
Orleans finishes: Settler
Argent grows to size 13
Argent finishes: Catapult
Hamburg's borders expand
Cologne grows to size 7
Cologne finishes: Spy
Ruby Bay grows to size 6
Ruby Bay finishes: Courthouse
Athens finishes: Catapult
Gold Coast finishes: Spy
St. Pete finishes: National Epic
Thebes grows to size 7
Thebes finishes: Theatre
Moscow's borders expand
York finishes: Spy
Istanbul finishes: Granary
Jackpot grows to size 3

Other Player Actions:
Hatshepsut becomes a Vassal State of Mao Zedong
Christianity has been removed: Thebes
Islam has been removed: Thebes
Thebes lost
Attitude Change: Frederick (Germany) towards Hatshepsut (Egypt), from 'Pleased' to 'Cautious'
Attitude Change: Churchill (England) towards Frederick (Germany), from 'Pleased' to 'Cautious'
Attitude Change: Churchill (England) towards Joao II (Portugal), from 'Annoyed' to 'Cautious'
Attitude Change: Darius I (Persia) towards Napoleon REAL (France), from 'Cautious' to 'Annoyed'
Attitude Change: Kublai Khan (Mongolia) towards Frederick (Germany), from 'Cautious' to 'Annoyed'
Attitude Change: Joao II (Portugal) towards Churchill (England), from 'Cautious' to 'Pleased'
Attitude Change: Joao II (Portugal) towards Hatshepsut (Egypt), from 'Annoyed' to 'Cautious'
Attitude Change: Hatshepsut (Egypt) towards Joao II (Portugal), from 'Annoyed' to 'Cautious'
Attitude Change: Hatshepsut (Egypt) towards Mao Zedong (China), from 'Annoyed' to 'Friendly'
Attitude Change: Stalin (Russia) towards Joao II (Portugal), from 'Annoyed' to 'Cautious'
Civics Change: Napoleon REAL(France) from 'Nationhood' to 'Bureaucracy'
Civics Change: Napoleon REAL(France) from 'Organized Religion' to 'Pacifism'
Civics Change: Hatshepsut(Egypt) from 'Slavery' to 'Caste System'

Turn 140/500 (600 AD) [30-Aug-2016 10:16:31]
Cologne begins: Spy (20 turns)
Ruby Bay begins: Spy (4 turns)
Athens begins: Courthouse (4 turns)
Athens begins: Catapult (3 turns)
Athens begins: Courthouse (4 turns)
York begins: Spy (7 turns)


The Save:
 
Can we stay in Representation (and gain its benefits) without owning the Mids? If so, seems no big deal. We can re-take Thebes when we attack Mao. In any event, there was nothing you could do to prevent it, and we need to move the game along.

Sail cat19 to Oporto this turn, landing the cat on the cow and protecting galley with our trireme. Hopefully can take city next turn. Bring Musket healing in Lisbon toward Oporto this turn too, promoting him with Cover. Attack with three cats next turn and consider leading follow up with HA4, depending on Musketeer odds and longbow defending against HA.

Re Novgorod: Suggest cat29 bombard this turn and next; move other two cats across river to attack next turn; move musketeers 2 and 1 forward to be able to attack without river penalty; and re-deploy rest of units so that Moscow cat can only inflict damage on a limited number of our units.

I'm pretty strongly opposed to building a courthouse in Argent. There's the HE there, and we need to use it. Another treb would be my recommendation.
 
"When something unexpected happens, stop play."


There was an Apostolic Palace Vote to restore Thebes to Hatty (of course we voted no).
One option would be to Defy, which means that the Resolution will automatically fail.

We cannot Defy an Apostolic Palace Victory Resolution, but we can Defy most other Resolutions.

Info on the Apostolic Palace from the Civ IV War Academy


The team cannot help out if there is no PPP. The team cannot help out if play does not stop immediately when something unexpected happens.



Losing The Pyramids boots us out of Representation if we lack the Constitution tech. Unfortunately, we lack the Constitution tech.


Let me be Mr. Annoying Advisor again and clarify: The deadline does not matter. We don't throw away our guiding principles (PPP before play) because of an impending deadline, as without a plan, we are very likely to play turns for the sake of playing turns, extending the end game by the same amount of turns that we played, and those later turns become harder because of more AI Units to fight and more complications that arise as the AIs get more technologically advanced.

Let me be even more annoying: When uncertain, whether it is about troop movements, Worker actions, or whatever, stop play. I practice what I preach and when I am uncertain, I stop play and put my recommendations in the end of the PPP or in future messages, giving others a chance to review and comment parts that I'm uncertain about. Stopping play doesn't have to mean handing off the saved game to someone else, but it does mean being able to get help from the team. We're here to help, if we let each other.
 
I am playing again will try to look in about every 1/2 hour.
What we need is a lot of cash. I estimate it will take us 14 turns at 100% research to learn Rail Road. To bad we cannot borrow 5600 gold.
Another question would be what to do if we a duplicate Great person? If we can bulb a tech we need do we or save the GP for a Fourth Golden age?
 
I am playing again
I would much prefer to see a PPP first. Try to get some feedback on it, then play. Let's ignore the deadline and stay focused on playing to the best of our abilities.

If you don't want to write a PPP, say as much, and I can help to do so.
 
When I switched civics we were in Representation. I did draft before switching.
Not defending myself, but I was using post #1665 as a PPP.

We are still in Representation as of the save for T140 (beginning of turn).

This turn I expect to capture Oporto. Do I get a cease fire with Joao at that point?

I have taken back our cities from Kublai, do I advance into his territory an dcapture cities there?

Will post a PPP in about 20 minutes.
 
Here's a Critical, game-delaying issue:
We are not at war with Kublai and we have not Capitulated Kublai.

I can only take responsibility for not having communicated the plan properly, but the idea was to stay at war with Kublai until he Capitulates to us.
 
We need to figure out how we're going to deal with Stalin.

Novgorod does not matter, particularly with our army stuck in one place. It's probably going to be best not to capture that City so that our army can get on the move. We do not need Novgorod for our Railroad.


We should plan out an order for our Great People to be completed.


We don't have Workers headed toward Mao. Roads toward Mao possibly will help us to win the game, as we need a way to get Islam to Gandhi.

Our just-built Settler (or a newly-whipped one from a City that is closer to the front lines, such as Rostov) should probably be sent toward the Hills near to both Mao and Gandhi, along with our Islamic Missionaries.
 
Dhoom, you do know the game ends only 33 hours from now? At some point the perfect plan is going to become the enemy of the good (read: finishing by the deadline) plan.
 
Let's stay focused on the critical items:
1. We must own a City on the round peninsula in the east side of China
2. We must control the squares around that City and all of the squares in between of that City and Paris
3. We must control the squares between Istanbul and Paris
4. We are allowed to have a maximum of 1 Vassal
5. We are not allowed to move the location of our Palace
6. We must also achieve a Victory Condition
7. In order to "control" a square, we have these options:
i. It is in our Culture
ii. It is in the Culture of our Vassal
iii. It is in the Culture of our Defensive Pact Member. Most AIs must be Friendly toward us in order to meet this condition, so it's not an option for us

That means that either Kublai has to become our capitulated Vassal or we have to control his Cities and expand the Cultural Borders of those Cities multiple times. We are currently doing neither of these things, which is a major issue.

It also means that we'll have to raze some of Mao's Cities, resettle those Cities, and have time for our Cultural Borders to expand.

For a Victory Condition, we need to do one of:
i. Build about 200 Spies (no exaggeration) and spend a chunk of our Commerce on EPs
ii. Get Islam spread to every AI and do some calculations about how many Cities should get Islam spread to them in our empire and Kublai's empire
iii. Conquest the entire world (without taking more than Kublai as a Vassal)


Owning Novgorod does not fit into any of the above critical items. A City can get settled to the south-west of Ning-hsia on the Gold Resource and either Liberated to Kublai or kept by us.
 
PPP
XO Cognac, London, Hamburg, St. Pete work as many specialist as possible with out losing food.

General Builds:
Default build for cities not mentioned is spies.

Argent builds Trebuchets unless a catapult is necessary to make Trebuchet a 1 turn build. Will start running some specialists as Argent grows since only tundra left to work.

English cities other than London build spies. London finishes Forge in 2 turns then builds Market. When Forge finished London runs Engineer specialist.

Paris builds Jewish monastery when finished builds Buddhist Monastery.
Torn between running specialists and working cottages for cash. Suggestions?

Lyons builds spies. (may build a chariot for happiness)

Athens builds Catapults.

St. Pete finishes Theater starts on Christian temple (for priest specialists) steals fish from Transylvania to run 2 more artist specialists.

Rostov finishes war elephant starts on Catapults.

Edirne builds Courthouse.

Istanbul Islamic monastery then Missionaries when less than 3, otherwise spies.

Alexandria swicthes to lighthouse and whips it next turn overflow into theater (lost some flood plains to Thebes.

Jackpot builds Granary then spies.

Memphis builds Courthouse

Heliopolis builds lighthouse.

T140 Capture Oporto and cease fire with Joao.
T140 to T??? Continue attack on Novgorod.

Research: Binary: Currently 0% for 5 turns then 100% for 3+ turns then back to 0% etc.
Teching: Steel > Guilds > Banking > Replaceable Parts > Steam Power > Liberalism (to bulb Rails)
 
Partial Suggested PPP
Workers:
Select all Workers around St. Pete's and stop their actions, so that we can re-assign most of them to building Roads.

St. Pete's does not need Farms with Specialists hired, so we can retask those Workers to building Roads.

We could send 3 Workers from St. Pete's area toward Orenburg to build a Road to the east toward Kublai.

We could also send 2 Workers from St. Pete's area and 1 Worker from Rostov (3 Workers total) toward Edirne, to build Road paths to the east of Persepolis.


After the Workers have moved, I suggest that we immediately Cease Fire with Stalin, since we don't need Novgorod and Stalin has guarded that City too well.


Gift the Cities of Orenburg, Yar, Moscow, and Transylvania to Kublai. If he will not accept them, gift him 1 Gold per Turn until he does accept them. If he still will not accept them, stop play.

After Kublai has been gifted these 4 Cities, declare war on Kublai. Capture these Cities from Kublai. Do our best not to lose a single battle to Kublai. Optionally, if we have a Unit who can do so, kill Kublai's Scout in Scandinavia, but only if we have 99% or so odds.

As soon as Kublai will talk with us, we will try to Capitulate Kublai. If he does not show Capitulation as an option, let's see what message he gives by hovering our mouse over top of the Capitulation item and see if we can figure out how to satisfy his requirement for Capitulating.


Micro:
Paris fires Specialists and works Cottages. When it runs out of Cottages to work, it steals Cottages from other Cities instead of working the Mine. That said, we need to ensure that we have enough Happiness to keep the people Happy even with the ever-climbing War Weariness.

Athens has an unnetted Claims that it can work in place of a Cottage


Additional Micro:
Alexandria should try to 1-pop-whip its Theatre, so we can switch the 3 Coast squares to the DesH squares for an extra 6 Hammers, bringing us to 30 Hammers, and then we can 1-pop-whip the Theatre on T141 and switch to working Coast squares. On T142, we can hire 2 Artist Specialists.

Work the Fish in place of a PH Mine in Istanbul

Hamburg starts to build a Christian Temple


Great People Cities:
XO Cognac: 146 GPP. 42 GPP / turn
London: 439 GPP. 33 GPP / turn
Hamburg: 144 GPP. 36 GPP / turn
St. Pete's: 323 GPP. 84 GPP / turn
Alexandria: 64 GPP. 16 GPP / turn. Alexandria still needs Christianity

Next Great Person: 500 GPP

Spreadsheet time. Hang on while I throw one together.

At present, I don't see an easy way for Hamburg or Alexandria to be able to generate a Great Person during the current Golden Age, but we can still generate GPP in those Cities and hope to get Great People in the future if the game lasts long enough.

It looks as though our best approach will be:
London delays its Great Person
St. Pete's gets the 500 GPP Great Person
St. Pete's gets the 600 GPP Great Person
XO Cognac gets the 700 GPP Great Person
London gets the 800 GPP Great Person
St. Pete's gets the 900 GPP Great Person

We might be able to get Hamburg to get the 900 GPP Great Person instead, allowing St. Pete's to get the 1000 GPP Great Person after our Golden Age, if we build a Christian Temple in Hamburg and later hire an extra Specialist there.

Micro to make it happen:
London fires the 2 Scientist Specialists so that London DOES NOT generate the next Great Person

If we can get Christianity into Alexandria soon, we might be able to generate a late-game Great Person there. So, let's pick a City from which to whip a Christian Missionary:
Orleans build a Christian Missionary

I'll attach the spreadsheet shortly for review. It comes courtesy of Mitchum's efforts in a previous SGOTM game.

EDIT: As for our Orleans Settler, I suggest that we do not use it at the Resort and instead send it toward Persepolis, so that we can gift a City to Gandhi with Islam in it
 

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