[BTS] SGOTM 24 Xteam

Guys, I'm supposed to have a work call tomorrow night, so I may not be able to do much beyond look over the game. Pete - do you want to pick it up Monday and prepare for the assault on Germany?

I should be OK to play Tuesday through Friday. I don't have as much free time on the weekends, so it would probably be better if I hand off after Friday.

Meeting was rescheduled, so I could start tonight.

Pete - I usually can get the kid in bed and start looking at Civ by 7:45 Central.
 
Asoka will trade us Nationalism for Chemistry and 310g, this would open up the way to Military Tradition and Cuirs so I'm pausing here for the team to make a decision.
The more I think about it the more I like this path - 12 strength 2 movement units - if we build a Barracks and Stable in St. Pete's we can build 15 exp Cuirs straight up (same in Oak where we already have Barracks and Stable).
 
Meeting was rescheduled, so I could start tonight.

Pete - I usually can get the kid in bed and start looking at Civ by 7:45 Central.
Note that you also often, like this morning, check in and post once in the morning. Is that reliable?

NZ has moved us along nicely. Looked at the save . . . some thoughts:

If we get Germany down to one city, would we be able to extort SCMethod from him? (Know we could in Vanilla, but seems much more difficult in BtS). If so, we could then go back in 10 turns and eliminate his last city. Would we need to research part of it in order to extort successfully?

If I understand the 2 possible plans for getting into Japan correctly, the one involving settling a city and building one fort seems much quicker, as the alternative requires taking two cities (not one), waiting for the last one taken to come out of anarchy, and then whipping ships. Also, we have a city in place for staging our units and only one direction for a counter attack to come from (and we could probably get the roads cut before a stack arrives).

As far as I know, we have not taken advantage of our long friendship with Darius and our shorter ones with Bis, Asoka, and G to solicit funds or techs. Would like to get confirmation of our lack of begging. Is a tech as expensive as ScM or Nationalism possible to get in this way in BtS?

Japanese Samurai will be effective against our maces, so we may not want to build any more of them.

It's a very close call, but would slightly prefer grens to curs because there are no units that have an edge against grens, they receive defensive bonuses, and we will be limited in speed of advance by our siege units. [Edit: Cross posted with NZ. Did not realize we had a stable in Oak. That might tip the balance to curs. Don't think we have time to build all that infrastructure in St. Pete, though.]

If we do decide to get Nationalism and curs, then we might consider researching it for a turn at 100% in order to be able to trade PP for it.

Attack on Germany should probably start in the south and move north, since we will then be sailing further north to attack G.

Don't want to give Gunpowder to G, as that would allow him easier access to Rifles (which would not be a great problem with grens but would be with curs).

Next GGeneral used to upgrade a unit and add experience points to others.

NZ, how do you get 15 experience curs, and why is our missionary sailing away from India rather than scouting G's unit deployment?

I could play in 4 hours (for about 3 hours) and hand off to ZB at around 8Pm Central time if that's needed or desired.
 
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As far as I know, we have not taken advantage of our long friendship with Darius and our shorter ones with Bis, Asoka, and G to solicit funds or techs. Would like to get confirmation of our lack of begging.
Confirmed, I thought about it a couple of times, will see if I can find the BtS analysis someone wrote that might help see what we can get.

EDIT: Found it - seems like a big tech won't be an option.

Certainly if we're taking siege with us and the Trebs have been pretty effective then Grenadiers is the right call. Good point re Samurai.
 
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NZ, how do you get 15 experience curs, and why is our missionary sailing away from India rather than scouting G's unit deployment?

I could play in 4 hours (for about 3 hours) and hand off to ZB at around 8Pm Central time if that's needed or desired.
The missionary is heading to check out the layout North of Toku, let's not go to war unless we absolutely have to. Once the Spy is finished in Germany he can move to India (or whip another one from Vladivostok if you want to scout sooner).

Sorry 15 exp Cuirs will be in St. Pete's only with a Barracks, Stable, 2 x GG, Vassalage and Theocracy. If we're going Grens then a Barracks there will give us Grens ready with 3 promotions.

I could play in 4 hours (for about 3 hours) and hand off to ZB at around 8Pm Central time if that's needed or desired.
Green from me, we have a lot of turns to play in the next week.
 
Note that you also often, like this morning, check in and post once in the morning. Is that reliable?

NZ has moved us along nicely. Looked at the save . . . some thoughts:

If we get Germany down to one city, would we be able to extort SCMethod from him? (Know we could in Vanilla, but seems much more difficult in BtS). If so, we could then go back in 10 turns and eliminate his last city. Would we need to research part of it in order to extort successfully?

If I understand the 2 possible plans for getting into Japan correctly, the one involving settling a city and building one fort seems much quicker, as the alternative requires taking two cities (not one), waiting for the last one taken to come out of anarchy, and then whipping ships. Also, we have a city in place for staging our units and only one direction for a counter attack to come from (and we could probably get the roads cut before a stack arrives).


I could play in 4 hours (for about 3 hours) and hand off to ZB at around 8Pm Central time if that's needed or desired.

Go ahead and get started this afternoon. I can post from my phone sometimes if I'm not swamped at work. Can't do turn set reports or anything like that, but I can provide short comments/responses.
 
Very sorry. RL intervened just after I got started. Had to stop. Save is below. Did the following:

Traded corn to Darius for 4gpt
Traded Lib to Bis for 170 gold and his map (now both horses are pastured)
Changed builds in many cities (can be changed back, except for whip of lths in Mangrove). Most changes with the intention of whipping as soon as appropriate for a unit more needed than another mace, with overflow to help complete mace. Also, now building culture in a couple of new cities to get expansion. Need to consider gifting the city in some cases.
Noted MPs residing in Russian cities where there is little threat, so activated them to be moved to eventually become part of German invasion.
BTW, we could use a pike.

Intending to pass on Nationalism and go for grens, but ZB can change that, as nothing of consequence has been done along that line.
Other notable intention was to build ScM for a turn and then trade Chem for it and whatever gold is also required to Asoka. That will delay our needed military tech, but just seemed too useful a trade to pass up.

Save: http://gotm.civfanatics.net/download.php?file=Xteam_SG023_AD0740_02.CivBeyondSwordSave
 
ZB, are you good to go? Taken care of my responsibilities on the home front and can consult if needed this evening or can play if you can't.

I should be good. Thanks for the thoughts on trades. I do think it's critical to get Sci Meth so we can start building preserves.
I'll check back in here in a bit.
 
On T200 at the moment. Got Sci Meth from Asoka. Stalin is dead.

Struggling with negative cash flow. We'll start getting conquest gold again soon, but distance maintenance is destroying us.
Meanwhile, workers are converging on the homeland to build preserves.

On we go...
 
Ok, that's it for tonight.

Game save here.

Gifted away Hsung Nu. Tried to get rid of Vladivostok, but Darius doesn't want it for some reason.

I did a turn of 50% research on Econ, and then traded Gandhi Liberalism for the rest of it. I took the 1 turn of anarchy to get into Free Market. That solved the cash flow problem to some degree. A few more cities are building Wealth too.

Made the landing on the German island and took Cologne. He brought up his forces and we took a little bit of a beating in the IBT.

I think maybe we drive for Berlin and then sue for peace. If we build Wealth everywhere, maybe we can finish Mil Sci and even upgrade some of our macemen. With our current units, it's going to be a slog.


CFC Log
Spoiler :


Here is your Session Turn Log from 1370 AD to 1450 AD:


Turn 198, 1380 AD: You have discovered Scientific Method!
Turn 198, 1380 AD: Sitting Bull's Catapult 2 (West Palm Beech) (5.00) vs Stalin's Longbowman (6.30)
Turn 198, 1380 AD: Combat Odds: 29.8%
Turn 198, 1380 AD: (Fortify: +25%)
Turn 198, 1380 AD: (City Defense: +25%)
Turn 198, 1380 AD: (City Attack: -45%)
Turn 198, 1380 AD: Sitting Bull's Catapult 2 (West Palm Beech) is hit for 22 (78/100HP)
Turn 198, 1380 AD: Sitting Bull's Catapult 2 (West Palm Beech) is hit for 22 (56/100HP)
Turn 198, 1380 AD: Sitting Bull's Catapult 2 (West Palm Beech) is hit for 22 (34/100HP)
Turn 198, 1380 AD: Sitting Bull's Catapult 2 (West Palm Beech) is hit for 22 (12/100HP)
Turn 198, 1380 AD: Sitting Bull's Catapult 2 (West Palm Beech) is hit for 22 (0/100HP)
Turn 198, 1380 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 2 (West Palm Beech)!
Turn 198, 1380 AD: Sitting Bull's Musketman 2 (Elm) (9.00) vs Stalin's Longbowman (7.50)
Turn 198, 1380 AD: Combat Odds: 80.4%
Turn 198, 1380 AD: (Fortify: +25%)
Turn 198, 1380 AD: (City Defense: +25%)
Turn 198, 1380 AD: (Combat: -25%)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 21 (79/100HP)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 21 (58/100HP)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 21 (37/100HP)
Turn 198, 1380 AD: Sitting Bull's Musketman 2 (Elm) is hit for 18 (82/100HP)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 21 (16/100HP)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 21 (0/100HP)
Turn 198, 1380 AD: Sitting Bull's Musketman 2 (Elm) has defeated Stalin's Longbowman!
Turn 198, 1380 AD: Sitting Bull's Knight 3 (Oak) (11.00) vs Stalin's Longbowman (8.19)
Turn 198, 1380 AD: Combat Odds: 78.7%
Turn 198, 1380 AD: (Extra Combat: -10%)
Turn 198, 1380 AD: (Fortify: +25%)
Turn 198, 1380 AD: (City Defense: +25%)
Turn 198, 1380 AD: Sitting Bull's Knight 3 (Oak) is hit for 17 (83/100HP)
Turn 198, 1380 AD: Sitting Bull's Knight 3 (Oak) is hit for 17 (66/100HP)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 22 (69/100HP)
Turn 198, 1380 AD: Sitting Bull's Knight 3 (Oak) is hit for 17 (49/100HP)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 22 (47/100HP)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 22 (25/100HP)
Turn 198, 1380 AD: Sitting Bull's Knight 3 (Oak) is hit for 17 (32/100HP)
Turn 198, 1380 AD: Sitting Bull's Knight 3 (Oak) is hit for 17 (15/100HP)
Turn 198, 1380 AD: Sitting Bull's Knight 3 (Oak) is hit for 17 (0/100HP)
Turn 198, 1380 AD: Stalin's Longbowman has defeated Sitting Bull's Knight 3 (Oak)!
Turn 198, 1380 AD: Sitting Bull's War Elephant 1 (Ironwood) (9.31) vs Stalin's Longbowman (2.25)
Turn 198, 1380 AD: Combat Odds: 100.0%
Turn 198, 1380 AD: (Extra Combat: -20%)
Turn 198, 1380 AD: (Fortify: +25%)
Turn 198, 1380 AD: (City Defense: +25%)
Turn 198, 1380 AD: Stalin's Longbowman is hit for 25 (0/100HP)
Turn 198, 1380 AD: Sitting Bull's War Elephant 1 (Ironwood) has defeated Stalin's Longbowman!
Turn 198, 1380 AD: You have captured Yakutsk!!!
Turn 198, 1380 AD: The Russian Civilization has been destroyed!!!
Turn 198, 1380 AD: Confucianism has spread in Yaroslavl'.
Turn 198, 1380 AD: Speaker the Lionhearted (Great Spy) has been born in Bombay (Asoka)!
Turn 198, 1380 AD: Abu Bakr (Great Prophet) has been born in a far away land!

Turn 199, 1390 AD: Sitting Bull's Privateer 2 (Ironwood) (6.00) vs Bismarck's Caravel (3.00)
Turn 199, 1390 AD: Combat Odds: 99.3%
Turn 199, 1390 AD: Sitting Bull's Privateer 2 (Ironwood) is hit for 14 (86/100HP)
Turn 199, 1390 AD: Bismarck's Caravel is hit for 28 (72/100HP)
Turn 199, 1390 AD: Bismarck's Caravel is hit for 28 (44/100HP)
Turn 199, 1390 AD: Bismarck's Caravel is hit for 28 (16/100HP)
Turn 199, 1390 AD: Bismarck's Caravel is hit for 28 (0/100HP)
Turn 199, 1390 AD: Sitting Bull's Privateer 2 (Ironwood) has defeated Bismarck's Caravel!
Turn 199, 1390 AD: In a gracious act of generosity, Sitting Bull has liberated Hsung-Nu, which passed under Persian control.
Turn 199, 1390 AD: You have trained a Musketman in Aspen. Work has now begun on a Maceman.
Turn 199, 1390 AD: You have trained a Trebuchet in Elm. Work has now begun on a Knight.
Turn 199, 1390 AD: The borders of Moscow have expanded!
Turn 199, 1390 AD: Asoka's Golden Age has begun!!!

Turn 200, 1400 AD: You have constructed a Lighthouse in Mangrove. Work has now begun on a Wealth.
Turn 200, 1400 AD: The borders of Gift City Gandi have expanded!
Turn 200, 1400 AD: James Clerk Maxwell (Great Scientist) has been born in Berlin (Bismarck)!
Turn 200, 1400 AD: Gandhi adopts Free Market!
Turn 200, 1400 AD: Tokugawa adopts Free Religion!

Turn 201, 1410 AD: Bismarck's Galleon (4.00) vs Sitting Bull's Privateer 2 (Ironwood) (5.76)
Turn 201, 1410 AD: Combat Odds: 16.1%
Turn 201, 1410 AD: Sitting Bull's Privateer 2 (Ironwood) is hit for 16 (80/100HP)
Turn 201, 1410 AD: Sitting Bull's Privateer 2 (Ironwood) is hit for 16 (64/100HP)
Turn 201, 1410 AD: Bismarck's Galleon is hit for 24 (76/100HP)
Turn 201, 1410 AD: Sitting Bull's Privateer 2 (Ironwood) is hit for 16 (48/100HP)
Turn 201, 1410 AD: Bismarck's Galleon is hit for 24 (52/100HP)
Turn 201, 1410 AD: Sitting Bull's Privateer 2 (Ironwood) is hit for 16 (32/100HP)
Turn 201, 1410 AD: Bismarck's Galleon is hit for 24 (28/100HP)
Turn 201, 1410 AD: Sitting Bull's Privateer 2 (Ironwood) is hit for 16 (16/100HP)
Turn 201, 1410 AD: Bismarck's Galleon is hit for 24 (4/100HP)
Turn 201, 1410 AD: Bismarck's Galleon is hit for 24 (0/100HP)
Turn 201, 1410 AD: Sitting Bull's Privateer 2 (Ironwood) has defeated Bismarck's Galleon!
Turn 201, 1410 AD: Bismarck's Caravel (3.00) vs Sitting Bull's Privateer 2 (Ironwood) (0.96)
Turn 201, 1410 AD: Combat Odds: 99.8%
Turn 201, 1410 AD: Sitting Bull's Privateer 2 (Ironwood) is hit for 18 (0/100HP)
Turn 201, 1410 AD: Bismarck's Caravel has defeated Sitting Bull's Privateer 2 (Ironwood)!
Turn 201, 1410 AD: Imhotep (Great Engineer) has been born in Berlin (Bismarck)!
Turn 201, 1410 AD: Gandhi's Golden Age has ended...

Turn 202, 1420 AD: You have discovered Economics!
Turn 202, 1420 AD: The revolution has begun!!!
Turn 202, 1420 AD: Sitting Bull adopts Free Market!
Turn 202, 1420 AD: The anarchy is over! Your government is re-established.
Turn 202, 1420 AD: Bismarck's Golden Age has begun!!!

Turn 203, 1430 AD: Yakutsk will be pacified on the next turn.
Turn 203, 1430 AD: Tokugawa has 80 gold available for trade.
Turn 203, 1430 AD: Tokugawa has 8 gold per turn available for trade.
Turn 203, 1430 AD: You have plundered 1ℴ from the Fishing Boats!
Turn 203, 1430 AD: Deal Canceled: Open Borders to Bismarck for Open Borders
Turn 203, 1430 AD: Deal Canceled: Fish to Bismarck for Sheep
Turn 203, 1430 AD: Deal Canceled: Corn to Bismarck for Incense
Turn 203, 1430 AD: Deal Canceled: Deer to Bismarck for Gold Per Turn (4)
Turn 203, 1430 AD: You have declared war on Bismarck!
Turn 203, 1430 AD: Bismarck refuses to talk.
Turn 203, 1430 AD: Your Frigate 1 (West Palm Beech) has reduced the defenses of Cologne to 32%!
Turn 203, 1430 AD: Your Frigate 2 (Ombú) has reduced the defenses of Cologne to 24%!
Turn 203, 1430 AD: Ombú will grow to size 14 on the next turn.
Turn 203, 1430 AD: Elm will grow to size 10 on the next turn.
Turn 203, 1430 AD: Ironwood will grow to size 8 on the next turn.
Turn 203, 1430 AD: Mangrove will grow to size 10 on the next turn.
Turn 203, 1430 AD: You have trained a Worker in Pine. Work has now begun on a Worker.
Turn 203, 1430 AD: Ironwood celebrates "We Love the Monarch Day"!!!

Turn 204, 1440 AD: Pine can hurry Worker for 3⇴ with 16ℤ overflow and +1⇤ for 19 turns.
Turn 204, 1440 AD: Ombú has grown to size 14.
Turn 204, 1440 AD: Ironwood has grown to size 8.
Turn 204, 1440 AD: Mangrove has grown to size 10.
Turn 204, 1440 AD: Rostov can hurry Musketman for 1⇴ with 8ℤ overflow and +1⇤ for 10 turns.
Turn 204, 1440 AD: Yakutsk has been pacified.
Turn 204, 1440 AD: Yakutsk can hurry Theatre for 3⇴ with 13ℤ overflow and +1⇤ for 10 turns.
Turn 204, 1440 AD: Asoka has 260 gold available for trade.
Turn 204, 1440 AD: You are the worst enemy of Bismarck.
Turn 204, 1440 AD: The borders of Novgorod are about to expand.
Turn 204, 1440 AD: The borders of Yekaterinburg are about to expand.
Turn 204, 1440 AD: Your Frigate 1 (West Palm Beech) has reduced the defenses of Cologne to 16%!
Turn 204, 1440 AD: Your Frigate 2 (Ombú) has reduced the defenses of Cologne to 8%!
Turn 204, 1440 AD: Your Trebuchet 2 (West Palm Beech) has reduced the defenses of Cologne to 0%!
Turn 204, 1440 AD: Sitting Bull's Trebuchet 11 (Elm) (4.00) vs Bismarck's Longbowman (4.00)
Turn 204, 1440 AD: Combat Odds: 56.8%
Turn 204, 1440 AD: (Fortify: +25%)
Turn 204, 1440 AD: (City Defense: +70%)
Turn 204, 1440 AD: (City Attack: -145%)
Turn 204, 1440 AD: Your Trebuchet 11 (Elm) has caused collateral damage! (4 Units)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 20 (80/100HP)
Turn 204, 1440 AD: Sitting Bull's Trebuchet 11 (Elm) is hit for 20 (80/100HP)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 20 (60/100HP)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 20 (40/100HP)
Turn 204, 1440 AD: Sitting Bull's Trebuchet 11 (Elm) is hit for 20 (60/100HP)
Turn 204, 1440 AD: Your Trebuchet 11 (Elm) has withdrawn from combat with a Longbowman!
Turn 204, 1440 AD: Sitting Bull's Trebuchet 12 (Elm) (4.00) vs Bismarck's Knight (4.17)
Turn 204, 1440 AD: Combat Odds: 61.5%
Turn 204, 1440 AD: (Extra Combat: +20%)
Turn 204, 1440 AD: (City Attack: -145%)
Turn 204, 1440 AD: Your Trebuchet 12 (Elm) has caused collateral damage! (3 Units)
Turn 204, 1440 AD: Sitting Bull's Trebuchet 12 (Elm) is hit for 20 (80/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 19 (75/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 19 (56/100HP)
Turn 204, 1440 AD: Sitting Bull's Trebuchet 12 (Elm) is hit for 20 (60/100HP)
Turn 204, 1440 AD: Sitting Bull's Trebuchet 12 (Elm) is hit for 20 (40/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 19 (37/100HP)
Turn 204, 1440 AD: Sitting Bull's Trebuchet 12 (Elm) is hit for 20 (20/100HP)
Turn 204, 1440 AD: Your Trebuchet 12 (Elm) has withdrawn from combat with a Knight!
Turn 204, 1440 AD: Sitting Bull's Knight 5 (Oak) (12.00) vs Bismarck's Longbowman (8.56)
Turn 204, 1440 AD: Combat Odds: 88.2%
Turn 204, 1440 AD: (Extra Combat: -20%)
Turn 204, 1440 AD: (Fortify: +25%)
Turn 204, 1440 AD: (City Defense: +45%)
Turn 204, 1440 AD: Sitting Bull's Knight 5 (Oak) is hit for 17 (83/100HP)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 22 (62/100HP)
Turn 204, 1440 AD: Sitting Bull's Knight 5 (Oak) is hit for 17 (66/100HP)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 22 (40/100HP)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 22 (18/100HP)
Turn 204, 1440 AD: Sitting Bull's Knight 5 (Oak) is hit for 17 (49/100HP)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 22 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Knight 5 (Oak) has defeated Bismarck's Longbowman!
Turn 204, 1440 AD: Your Knight 5 (Oak) has destroyed a Longbowman!
Turn 204, 1440 AD: Sitting Bull's War Elephant 2 (Ombú) (9.60) vs Bismarck's Swordsman (6.80)
Turn 204, 1440 AD: Combat Odds: 88.4%
Turn 204, 1440 AD: (Extra Combat: -20%)
Turn 204, 1440 AD: (Extra Combat: +10%)
Turn 204, 1440 AD: (Fortify: +25%)
Turn 204, 1440 AD: Bismarck's Swordsman is hit for 22 (62/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 2 (Ombú) is hit for 17 (83/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 2 (Ombú) is hit for 17 (66/100HP)
Turn 204, 1440 AD: Bismarck's Swordsman is hit for 22 (40/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 2 (Ombú) is hit for 17 (49/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 2 (Ombú) is hit for 17 (32/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 2 (Ombú) is hit for 17 (15/100HP)
Turn 204, 1440 AD: Bismarck's Swordsman is hit for 22 (18/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 2 (Ombú) is hit for 17 (0/100HP)
Turn 204, 1440 AD: Bismarck's Swordsman has defeated Sitting Bull's War Elephant 2 (Ombú)!
Turn 204, 1440 AD: Your War Elephant 2 (Ombú) has died trying to attack a Swordsman!
Turn 204, 1440 AD: Sitting Bull's War Elephant 4 (Oak) (9.60) vs Bismarck's Knight (5.67)
Turn 204, 1440 AD: Combat Odds: 96.4%
Turn 204, 1440 AD: (Extra Combat: -20%)
Turn 204, 1440 AD: (Extra Combat: +20%)
Turn 204, 1440 AD: (Combat: -75%)
Turn 204, 1440 AD: Bismarck's Knight is hit for 25 (63/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 25 (38/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 25 (13/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 25 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 4 (Oak) has defeated Bismarck's Knight!
Turn 204, 1440 AD: Your War Elephant 4 (Oak) has destroyed a Knight!
Turn 204, 1440 AD: Sitting Bull's Maceman 5 (West Palm Beech) (8.00) vs Bismarck's Longbowman (2.25)
Turn 204, 1440 AD: Combat Odds: 100.0%
Turn 204, 1440 AD: (Fortify: +25%)
Turn 204, 1440 AD: (City Defense: +70%)
Turn 204, 1440 AD: (City Attack: -45%)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 23 (2/100HP)
Turn 204, 1440 AD: Bismarck's Longbowman is hit for 23 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 5 (West Palm Beech) has defeated Bismarck's Longbowman!
Turn 204, 1440 AD: Your Maceman 5 (West Palm Beech) has destroyed a Longbowman!
Turn 204, 1440 AD: Sitting Bull's Maceman 8 (West Palm Beech) (8.00) vs Bismarck's Knight (2.00)
Turn 204, 1440 AD: Combat Odds: 100.0%
Turn 204, 1440 AD: (Extra Combat: +20%)
Turn 204, 1440 AD: (City Attack: -45%)
Turn 204, 1440 AD: Bismarck's Knight is hit for 25 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 8 (West Palm Beech) has defeated Bismarck's Knight!
Turn 204, 1440 AD: Your Maceman 8 (West Palm Beech) has destroyed a Knight!
Turn 204, 1440 AD: Sitting Bull's Maceman 1 (Oak) (8.00) vs Bismarck's Swordsman (0.56)
Turn 204, 1440 AD: Combat Odds: 100.0%
Turn 204, 1440 AD: (Extra Combat: +10%)
Turn 204, 1440 AD: (Fortify: +25%)
Turn 204, 1440 AD: (City Attack: -75%)
Turn 204, 1440 AD: (Combat: -50%)
Turn 204, 1440 AD: Bismarck's Swordsman is hit for 38 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 1 (Oak) has defeated Bismarck's Swordsman!
Turn 204, 1440 AD: Your Maceman 1 (Oak) has destroyed a Swordsman!
Turn 204, 1440 AD: You have captured Cologne!!!
Turn 204, 1440 AD: Oak will grow to size 9 on the next turn.
Turn 204, 1440 AD: Aspen will grow to size 10 on the next turn.
Turn 204, 1440 AD: Ironwood celebrates "We Love the Monarch Day"!!!
Turn 204, 1440 AD: The borders of Novgorod have expanded!
Turn 204, 1440 AD: The borders of Yekaterinburg have expanded!
Turn 204, 1440 AD: Bismarck's Catapult (5.00) vs Sitting Bull's Musketman 4 (Ombú) (9.00)
Turn 204, 1440 AD: Combat Odds: 6.6%
Turn 204, 1440 AD: You have suffered collateral damage! (4 Units)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 26 (74/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 26 (48/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 4 (Ombú) is hit for 15 (85/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 26 (22/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 4 (Ombú) is hit for 15 (70/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 26 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 4 (Ombú) has defeated Bismarck's Catapult!
Turn 204, 1440 AD: While defending, your Musketman 4 (Ombú) has killed a German Catapult!
Turn 204, 1440 AD: Bismarck's Catapult (5.00) vs Sitting Bull's Musketman 2 (Elm) (10.80)
Turn 204, 1440 AD: Combat Odds: 1.0%
Turn 204, 1440 AD: (City Defense: +20%)
Turn 204, 1440 AD: You have suffered collateral damage! (5 Units)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 28 (72/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 28 (44/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 28 (16/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 28 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 2 (Elm) has defeated Bismarck's Catapult!
Turn 204, 1440 AD: While defending, your Musketman 2 (Elm) has killed a German Catapult!
Turn 204, 1440 AD: Bismarck's Catapult (5.00) vs Sitting Bull's Musketman 2 (Elm) (10.80)
Turn 204, 1440 AD: Combat Odds: 1.0%
Turn 204, 1440 AD: (City Defense: +20%)
Turn 204, 1440 AD: You have suffered collateral damage! (4 Units)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 28 (72/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 28 (44/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 28 (16/100HP)
Turn 204, 1440 AD: Bismarck's Catapult is hit for 28 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 2 (Elm) has defeated Bismarck's Catapult!
Turn 204, 1440 AD: While defending, your Musketman 2 (Elm) has killed a German Catapult!
Turn 204, 1440 AD: Bismarck's Knight (12.00) vs Sitting Bull's Musketman 2 (Elm) (10.80)
Turn 204, 1440 AD: Combat Odds: 68.7%
Turn 204, 1440 AD: (Extra Combat: -20%)
Turn 204, 1440 AD: (City Defense: +20%)
Turn 204, 1440 AD: Sitting Bull's Musketman 2 (Elm) is hit for 21 (79/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 2 (Elm) is hit for 21 (58/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 18 (82/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 2 (Elm) is hit for 21 (37/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 2 (Elm) is hit for 21 (16/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 2 (Elm) is hit for 21 (0/100HP)
Turn 204, 1440 AD: Bismarck's Knight has defeated Sitting Bull's Musketman 2 (Elm)!
Turn 204, 1440 AD: While defending, your Musketman 2 (Elm) was destroyed by a German Knight!
Turn 204, 1440 AD: Bismarck's Chariot (4.80) vs Sitting Bull's Musketman 7 (Elm) (10.15)
Turn 204, 1440 AD: Combat Odds: 0.1%
Turn 204, 1440 AD: (Extra Combat: -20%)
Turn 204, 1440 AD: (City Defense: +20%)
Turn 204, 1440 AD: Sitting Bull's Musketman 7 (Elm) is hit for 13 (81/100HP)
Turn 204, 1440 AD: Bismarck's Chariot is hit for 29 (71/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 7 (Elm) is hit for 13 (68/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 7 (Elm) is hit for 13 (55/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 7 (Elm) is hit for 13 (42/100HP)
Turn 204, 1440 AD: Bismarck's Chariot is hit for 29 (42/100HP)
Turn 204, 1440 AD: Bismarck's Chariot is hit for 29 (13/100HP)
Turn 204, 1440 AD: Bismarck's Chariot is hit for 29 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Musketman 7 (Elm) has defeated Bismarck's Chariot!
Turn 204, 1440 AD: While defending, your Musketman 7 (Elm) has killed a German Chariot!
Turn 204, 1440 AD: Bismarck's Knight (12.00) vs Sitting Bull's War Elephant 1 (Ironwood) (10.74)
Turn 204, 1440 AD: Combat Odds: 56.9%
Turn 204, 1440 AD: (Extra Combat: -20%)
Turn 204, 1440 AD: (Extra Combat: +20%)
Turn 204, 1440 AD: (Combat: +50%)
Turn 204, 1440 AD: Sitting Bull's War Elephant 1 (Ironwood) is hit for 19 (60/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 20 (80/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 20 (60/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 1 (Ironwood) is hit for 19 (41/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 20 (40/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 1 (Ironwood) is hit for 19 (22/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 1 (Ironwood) is hit for 19 (3/100HP)
Turn 204, 1440 AD: Sitting Bull's War Elephant 1 (Ironwood) is hit for 19 (0/100HP)
Turn 204, 1440 AD: Bismarck's Knight has defeated Sitting Bull's War Elephant 1 (Ironwood)!
Turn 204, 1440 AD: While defending, your War Elephant 1 (Ironwood) was destroyed by a German Knight!
Turn 204, 1440 AD: Bismarck's Knight (12.00) vs Sitting Bull's Knight 6 (Oak) (9.84)
Turn 204, 1440 AD: Combat Odds: 73.8%
Turn 204, 1440 AD: (Extra Combat: -20%)
Turn 204, 1440 AD: (Extra Combat: +20%)
Turn 204, 1440 AD: Bismarck's Knight is hit for 19 (81/100HP)
Turn 204, 1440 AD: Sitting Bull's Knight 6 (Oak) is hit for 20 (62/100HP)
Turn 204, 1440 AD: Sitting Bull's Knight 6 (Oak) is hit for 20 (42/100HP)
Turn 204, 1440 AD: Sitting Bull's Knight 6 (Oak) is hit for 20 (22/100HP)
Turn 204, 1440 AD: Sitting Bull's Knight 6 (Oak) is hit for 20 (2/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 19 (62/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 19 (43/100HP)
Turn 204, 1440 AD: Sitting Bull's Knight 6 (Oak) is hit for 20 (0/100HP)
Turn 204, 1440 AD: Bismarck's Knight has defeated Sitting Bull's Knight 6 (Oak)!
Turn 204, 1440 AD: While defending, your Knight 6 (Oak) was destroyed by a German Knight!
Turn 204, 1440 AD: Bismarck's Knight (11.00) vs Sitting Bull's Maceman 2 (West Palm Beech) (8.00)
Turn 204, 1440 AD: Combat Odds: 79.7%
Turn 204, 1440 AD: (Extra Combat: -10%)
Turn 204, 1440 AD: Bismarck's Knight is hit for 17 (83/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 2 (West Palm Beech) is hit for 23 (77/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 17 (66/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 17 (49/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 17 (32/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 2 (West Palm Beech) is hit for 23 (54/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 17 (15/100HP)
Turn 204, 1440 AD: Bismarck's Knight is hit for 17 (0/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 2 (West Palm Beech) has defeated Bismarck's Knight!
Turn 204, 1440 AD: While defending, your Maceman 2 (West Palm Beech) has killed a German Knight!
Turn 204, 1440 AD: Bismarck's Maceman (8.80) vs Sitting Bull's Maceman 1 (Oak) (7.28)
Turn 204, 1440 AD: Combat Odds: 73.4%
Turn 204, 1440 AD: (Extra Combat: -10%)
Turn 204, 1440 AD: (Combat: -50%)
Turn 204, 1440 AD: (Combat: +50%)
Turn 204, 1440 AD: Bismarck's Maceman is hit for 18 (82/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 1 (Oak) is hit for 21 (70/100HP)
Turn 204, 1440 AD: Bismarck's Maceman is hit for 18 (64/100HP)
Turn 204, 1440 AD: Bismarck's Maceman is hit for 18 (46/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 1 (Oak) is hit for 21 (49/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 1 (Oak) is hit for 21 (28/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 1 (Oak) is hit for 21 (7/100HP)
Turn 204, 1440 AD: Sitting Bull's Maceman 1 (Oak) is hit for 21 (0/100HP)
Turn 204, 1440 AD: Bismarck's Maceman has defeated Sitting Bull's Maceman 1 (Oak)!
Turn 204, 1440 AD: Isoroku Yamamoto (Great General) has been born in Dortmund (Bismarck)!
Turn 204, 1440 AD: While defending, your Maceman 1 (Oak) was destroyed by a German Maceman!
Turn 204, 1440 AD: Darius I adopts Caste System!
Turn 204, 1440 AD: Darius I adopts State Property!

Turn 205, 1450 AD: The enemy has been spotted near Cologne!
Turn 205, 1450 AD: Oak has grown to size 9.
Turn 205, 1450 AD: Oak can hurry Knight for 3⇴ with 25ℤ overflow and +1⇤ for 30 turns.
Turn 205, 1450 AD: Ombú has become healthy.
Turn 205, 1450 AD: Ombú can hurry Musketman for 3⇴ with 26ℤ overflow and +1⇤ for 24 turns.
Turn 205, 1450 AD: Aspen has grown to size 10.
Turn 205, 1450 AD: Novgorod can hurry Longbowman for 2⇴ with 27ℤ overflow and +1⇤ for 10 turns.
Turn 205, 1450 AD: Darius I has 270 gold available for trade.
Turn 205, 1450 AD: Tokugawa has 8 gold per turn available for trade.
Turn 205, 1450 AD: You are the worst enemy of Tokugawa.
Turn 205, 1450 AD: The borders of St. Petersburg are about to expand.
Turn 205, 1450 AD: Sitting Bull's Maceman 8 (West Palm Beech) (8.00) vs Bismarck's Maceman (4.96)
Turn 205, 1450 AD: Combat Odds: 96.0%
Turn 205, 1450 AD: (Extra Combat: +10%)
Turn 205, 1450 AD: (Plot Defense: +25%)
Turn 205, 1450 AD: (Combat: -50%)
Turn 205, 1450 AD: (Combat: +50%)
Turn 205, 1450 AD: Bismarck's Maceman is hit for 20 (26/100HP)
Turn 205, 1450 AD: Bismarck's Maceman is hit for 20 (6/100HP)
Turn 205, 1450 AD: Bismarck's Maceman is hit for 20 (0/100HP)
Turn 205, 1450 AD: Sitting Bull's Maceman 8 (West Palm Beech) has defeated Bismarck's Maceman!
Turn 205, 1450 AD: Jeanne d'Arc (Great General) has been born in Ombú (Sitting Bull)!
Turn 205, 1450 AD: Your Maceman 8 (West Palm Beech) has destroyed a Maceman

 
Game save here.

Gifted away Hsung Nu. Tried to get rid of Vladivostok, but Darius doesn't want it for some reason. Too far off continent, I guess.

I did a turn of 50% research on Econ, and then traded Gandhi Liberalism for the rest of it. I took the 1 turn of anarchy to get into Free Market. That solved the cash flow problem to some degree. A few more cities are building Wealth too. Makes sense

Made the landing on the German island and took Cologne. He brought up his forces and we took a little bit of a beating in the IBT.

I think maybe we drive for Berlin and then sue for peace. If we build Wealth everywhere, maybe we can finish Mil Sci and even upgrade some of our macemen. With our current units, it's going to be a slog. Don't commit to peace (Wouldn't a Cease Fire be easier to get and to our advantage?) after Berlin. We have some reinforcements available for transport. You may be able to do more damage, especially non-hill cities.

Suggest that you pillage iron (was a spear guarding, probably now a pike, so bring a mace) on way to Berlin, as that will eliminate knight and crossbow production, whether you pause attack or not.

There's a 3CR mace doing MP duty in Petersburg. He'd be a lot more useful at the front.

Have you solicited funds from Asoka and Darius?

Send frigate to bombard Essen. That tends to tie down units in the city and let's you know what's there.

Spy could be better positioned to see German reinforcements coming.

The pike and musket (and one other unit) in Yak can be part of a three-galleon landing party (including a mounted unit to pillage the following turn) on desert next to iron next turn.

Do you have an idea what's in Berlin?
 
Tried to get rid of Vladivostok, but Darius doesn't want it for some reason.
I probably should have razed it - as it's an island the AI won't take it unless they are down to 3 cities or less :blush:

I think maybe we drive for Berlin and then sue for peace. If we build Wealth everywhere, maybe we can finish Mil Sci and even upgrade some of our macemen. With our current units, it's going to be a slog.

Sounds like a good plan.
 
There's a 3CR mace doing MP duty in Petersburg. He'd be a lot more useful at the front.

Have you solicited funds from Asoka and Darius?

Send frigate to bombard Essen. That tends to tie down units in the city and let's you know what's there.

Spy could be better positioned to see German reinforcements coming.

The pike and musket (and one other unit) in Yak can be part of a three-galleon landing party (including a mounted unit to pillage the following turn) on desert next to iron next turn.

Do you have an idea what's in Berlin?
Spy was going to try sabotaging that Horse, but pillaging 1 iron makes way more sense than trying to disable both horses.

I did beg 60 gold off Asoka. Darius didn't have any cash last I saw. Do you think we could ask for more from Darius?

Will bombard Essen from the sea. Berlin's units were similar to the sign, but more Longbows. I'll focus on cease fire instead of actual peace treaty.

I think we'll have to burn several of the German cities. Thoughts on which ones?
 
I think we'll have to burn several of the German cities. Thoughts on which ones?
Obviously we have to keep Berlin (AP, Hagia Sophia) and I'd like to keep Munich as well (Gold Hill, Harbour), not fussed about any of the others.
 
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I did beg 60 gold off Asoka. Darius didn't have any cash last I saw. Do you think we could ask for more from Darius? Recall that he has 270 now. In Vanilla would be sure could get all of it after such a long relationship. No experience in BtS, but suspect it is more problematic.

I think we'll have to burn several of the German cities. Thoughts on which ones?
Concur on Munich. Looks like Dortmund and Hamburg have courthouses and useful infrastructure, so they may be good bets to keep with their large pops to whip. Frankfurt looks too good to raze. Others probably better burned.

Notice that we have a scarcity of mounted units, so suggest that the three units, including knight, in Novgorod be loaded aboard galleon this turn to be delivered to the desert by iron next turn, making it a 4-galleon landing. That will get iron pillaged one turn sooner, which could be important.

Better leave WE in Cologne for now.

In Berlin, consider repeated whipping of units into Forbidden Palace, then building the rest of it, if the courthouse there survives our assault.
 
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Well, it was slower than I wanted, but Berlin has fallen.

Bismarck started fielding some Frigates and our troop transports were threatened, though thankfully we only lost a couple empty galleons. Have a CF now, and it's about 8 turns to Mil Sci. Bismarck also got Physics and the Airships are a pain, but not terribly dangerous.

No back door into Japan, it's a solid wall.
 
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