[BTS] SGOTM 25 - Xteam

I think we can plan for the most optimistic time schedule. This means that we do the espionage culture operation T108. This is also the date we aim to achieve conquest. A possible timeline is:

T99: Bomb Tokyo. Capture Spy City.
T100: Bomb Tokyo
T101: Air strike Tokyo and capture
T102: Re-base to Orleans. Last spies are moved into Spy City.
T103: Air strike York. Attack and capture.
T104: Bomb London
T105: Bomb London
T106: Bomb London
T107: Air strike London and capture. GArtist is born and moves towards spy city. Gift Spy City to Bismarck. Infiltrate.
T108: Capture last English city or accept capitulation if we have enough points. Latest capture date for Ravenna. Last GArtist arrives at Spy City and spreads culture. Do espionage culture missions. Recapture Spy City. Air strike Munich and capture. GAME OVER.

I don't have access to the save so not 100% sure if the bomber can strike Munich from Orleans. It may also be impossible to stage Knights within striking range of Munich so they can attack the same turn as war is declared. In that case we postpone victory by one turn. We also need to work out how soon our knights can get to London and Munich. It may also be impossible to get all spies in Spy City within the time limit of T102 but it may still work even if some spies are 1-2 turns late.
 
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T108: Gift Spy City to Bismarck. Infiltrate. Do espionage culture missions.
We cannot do espionage culture missions on the same turn we gift the city, the option will not be available until the following turn.
 
I checked the save and the bomber CAN reach Munich from Orleans.

I also calculated the average required number of spies and it is a s high as 41. It's hardly possible to build 31 spies and get them to Spy City in 4 turns so we just have to do our best. If we can't get all spies to be 5 turns stationary we will spend more points per spy and thus use fewer but we will also get slightly less culture. But we can compensate by building extra wonders and we are already doing this.

Be careful with the save! I forgot to pause and a few units (spies and the GG) are left with goto commands that I didn't remember to cancel.
 
Maybe we should build Notre Dame also just to be sure that we have enough points even if the yield from the culture missions is slightly reduced. It may also give us the option of vassalizing Churchill rather than eliminating.
 
Elaborating on the time line. Galleys for the England invasion are stationed at the yellow X's in this map. The northern galley can ferry some HA's to the north and possibly take the northern city. We have to DOW Churchill T101 at the latest.

Edirne can start building Notre Dame so that we have a point safety margin and may be able to go for capitulation from Churchill and also can live with a slightly lower output of the cultural mission. It would also make sense to chop a lot around Shandong in order to build the SPiral Minaret when it becomes available after DR is discovered.

We need a lot of spies. I suggest to 4-pop Angkor and see if we can build two spies back to back in Yan'an. Other nearby cities all build spies. We want to build 30 spies within the next 3-4 turns which means that at least 7 spies must be built every turn even if we have to dry whip spies.

Tech path: Divine Right - Compass - Optics. Slider at 100% as long as the gold lasts.

Knights must be built in all cities near the English Channel with the goal of reaching our galleys T104 or T105. Later knight builds go to Munich. Move all units out of New York and Mumbai with destination Rome. Should be about enough to capture the city say with a single knight in the mix.

T99: Bomb Tokyo. Capture Spy City.
T100: Bomb Tokyo. Start building Notre Dame in Edirne. Redirect workers to chop it.
T101: Air strike Tokyo and capture. DOW Churchill and advance galleys into English waters.
T102: Re-base to Orleans. Last spies are moved into Spy City. (Not possible)
T103: Air strike York. Attack and capture. Trailing spies are moved into Spy City.
T104: Bomb London. First galleys in place for the England invasion. Start loading Knights. Trailing spies are moved into Spy City.
T105: Bomb London. All galleys must be in place. Last Knight loaded.
T106: Bomb London. Last knights unloaded
T107: Air strike London and capture. GArtist is born and moves towards spy city. Gift Spy City to Bismarck. Infiltrate.
T108: Capture last English city or accept capitulation if we have enough points. Latest capture date for Ravenna. Last GArtist arrives at Spy City and spreads culture. Do espionage culture missions. Recapture Spy City. Air strike Munich and capture. GAME OVER.

Would be great if someone could check the calculation of how many points we have and are about to get. This is my estimate:

Here are the game rules for reference:
  • Culture Ministry: 100 points * the total culture of the top 3 cities/150,000
  • Diplomatic Ministry: 25 points for being AP leader, 25 points for being UN leader, 50 points for diplomatic victory votes: 25 points * AP victory votes % / 75%+ 25 points* UN victory votes % / 67%
  • Civil Ministry: 100 points* (81-the sum of 9 ranks) /72
  • Military Ministry: 30 points * population% / 35% + 30 points * Land area % / 60% + 40 points * (destroyed civilization + vassal civilization )/ 8
  • Science Ministry: 100 points * eras of all techs learned / 7
  • Economy Ministry: 100 points * cities with corporation / total cities (except barbarians)
  • Construction Ministry: 100 points * wonders owned/25. (All wonders(world+national) count.)
Here is where we end up (approximately. Civil ministry is worst case and Culture ministry has some uncertainty. Tried to factor in that not all spies are 5 turns stationary):

Culture Ministry: 42 (With espionage 2300 + 12000 from GArtist + 9000 spy points x 5.5 ~ 64K)
Diplomacy Ministry: 58 points (With AP, assuming 100% of votes)
Civil Ministry: 93 with Caesar, de Gaulle, Bismarck and Toku gone, Churchill vassalized.
Military Ministry: 100 points with Caesar, de Gaulle and Toku gone
Science Ministry: 28 going to 42 points with Medieval era
Construction Ministry: 88 ( 4 NW+ 18 WW with Tokyo, and wonders under construction incl Notre Dame)
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Total 423
 
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I think I have done the calculation correct but I want to make sure that we haven't missed something or failed to interpret the rules correctly. I counted the Palace among the NW because the Civilopedia says that it is one. Note that in case of the Civil Ministry our ranking improve when we eliminate a civ. Validate as much as you can and let me hear your results.

Should we ask Deckhand or Sossos if we are doing the calculation the correct way?
 
Progress according to plan except that I decided to attack Tokyo a turn early. Toku is gone and we are at war with Churchill who has been building lots of redcoats. Played 3 turns but decided to press enter after last turn to see what Churchill would build in York.

Turnset notes

T98: Whip Angkor. Set up some extra Spy builds and knight builds.
T99: Attack Spy City and capture with the loss of a cho-ko-nu. Move lots of units. Unload units next to Tokyo. Sankore started in Nanjing. It has 3 forests and enough pop to whip across the finish line. We get fail gold from Angkor. Now at 20 spies. An extra redcoat appear in York.
T100: Air strike Tokyo. Our mace has 59% chance against LB and wins. The rest is easy. Tokyo is captured with no losses and Toku is dead. Now at 27 spies. Spread Confu in Munich.
T101: Re-base bomber to Orleans. Now at 34 spies. Need 6 more. Now 3 redcoats in York! DOW Churchill! Move troops closer. Discover DR.
T102: No units moved, but decided to press next turn to see if Churchill would build another redcoat in York. This did not happen. Now at 40 spies! Discover Compass.


>>SAVE<<

Spoiler Log :
Here is your Session Turn Log from 760 AD to 840 AD:

Turn 148, 760 AD: SGOTM25's Cho-Ko-Nu 1 (Guangzhou) (6.00) vs De Gaulle's Spearman (2.85)
Turn 148, 760 AD: Combat Odds: 99.8%
Turn 148, 760 AD: (Extra Combat: +10%)
Turn 148, 760 AD: (Combat: -50%)
Turn 148, 760 AD: De Gaulle's Spearman is hit for 28 (72/100HP)
Turn 148, 760 AD: De Gaulle's Spearman is hit for 28 (44/100HP)
Turn 148, 760 AD: De Gaulle's Spearman is hit for 28 (16/100HP)
Turn 148, 760 AD: SGOTM25's Cho-Ko-Nu 1 (Guangzhou) is hit for 13 (87/100HP)
Turn 148, 760 AD: De Gaulle's Spearman is hit for 28 (0/100HP)
Turn 148, 760 AD: SGOTM25's Cho-Ko-Nu 1 (Guangzhou) has defeated De Gaulle's Spearman!
Turn 148, 760 AD: SGOTM25's Horse Archer 21 (Beijing) (7.80) vs De Gaulle's Archer (5.25)
Turn 148, 760 AD: Combat Odds: 89.8%
Turn 148, 760 AD: (Extra Combat: -30%)
Turn 148, 760 AD: (Fortify: +25%)
Turn 148, 760 AD: (City Defense: +50%)
Turn 148, 760 AD: SGOTM25's Horse Archer 21 (Beijing) is hit for 16 (84/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 21 (Beijing) is hit for 16 (68/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (76/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (52/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (28/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 21 (Beijing) is hit for 16 (52/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (4/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (0/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 21 (Beijing) has defeated De Gaulle's Archer!
Turn 148, 760 AD: SGOTM25's Horse Archer 2 (Guangzhou) (7.80) vs De Gaulle's Archer (5.10)
Turn 148, 760 AD: Combat Odds: 90.7%
Turn 148, 760 AD: (Extra Combat: -30%)
Turn 148, 760 AD: (Fortify: +20%)
Turn 148, 760 AD: (City Defense: +50%)
Turn 148, 760 AD: SGOTM25's Horse Archer 2 (Guangzhou) is hit for 16 (84/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 2 (Guangzhou) is hit for 16 (68/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (76/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 2 (Guangzhou) is hit for 16 (52/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (52/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (28/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (4/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (0/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 2 (Guangzhou) has defeated De Gaulle's Archer!
Turn 148, 760 AD: SGOTM25's Horse Archer 24 (Edirne) (7.20) vs De Gaulle's Archer (4.95)
Turn 148, 760 AD: Combat Odds: 89.2%
Turn 148, 760 AD: (Extra Combat: -20%)
Turn 148, 760 AD: (Fortify: +15%)
Turn 148, 760 AD: (City Defense: +50%)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (76/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 24 (Edirne) is hit for 16 (84/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (52/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 24 (Edirne) is hit for 16 (68/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (28/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (4/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 24 (Edirne) is hit for 16 (52/100HP)
Turn 148, 760 AD: De Gaulle's Archer is hit for 24 (0/100HP)
Turn 148, 760 AD: SGOTM25's Horse Archer 24 (Edirne) has defeated De Gaulle's Archer!
Turn 148, 760 AD: You have captured Tours!!!
Turn 148, 760 AD: You have pillaged 14 ℴ from the destruction of Tours!!!
Turn 148, 760 AD: You have destroyed the city of Tours!!!
Turn 148, 760 AD: The French Civilization has been destroyed!!!
Turn 148, 760 AD: SGOTM25 has completed Angkor Wat!
Turn 148, 760 AD: Guangzhou can no longer work on Angkor Wat. The lost ℤ is converted into 33ℴ!
Turn 148, 760 AD: You have trained a Spy in Beijing. Work has now begun on The Apostolic Palace.
Turn 148, 760 AD: Shanghai can no longer work on Angkor Wat. The lost ℤ is converted into 124ℴ!
Turn 148, 760 AD: You have trained a Spy in Shanghai. Work has now begun on The Great Library.
Turn 148, 760 AD: Chengdu can no longer work on Angkor Wat. The lost ℤ is converted into 60ℴ!
Turn 148, 760 AD: Shandong can no longer work on Angkor Wat. The lost ℤ is converted into 96ℴ!
Turn 148, 760 AD: Kaifeng can no longer work on Angkor Wat. The lost ℤ is converted into 54ℴ!
Turn 148, 760 AD: Neapolis can no longer work on Angkor Wat. The lost ℤ is converted into 71ℴ!
Turn 148, 760 AD: Haerbin can no longer work on Angkor Wat. The lost ℤ is converted into 44ℴ!
Turn 148, 760 AD: You have trained a Spy in Tsingtao. Work has now begun on The Hagia Sophia.
Turn 148, 760 AD: You have trained a Spy in Chongqing. Work has now begun on a Granary.
Turn 148, 760 AD: The borders of Orleans have expanded!
Turn 148, 760 AD: Tokugawa adopts Pacifism!

Turn 149, 780 AD: SGOTM25's Cho-Ko-Nu 6 (Beijing) (6.00) vs Tokugawa's Archer (8.70)
Turn 149, 780 AD: Combat Odds: 17.6%
Turn 149, 780 AD: (Plot Defense: +70%)
Turn 149, 780 AD: (Fortify: +25%)
Turn 149, 780 AD: (City Defense: +70%)
Turn 149, 780 AD: (Hills Defense: +25%)
Turn 149, 780 AD: Tokugawa's Archer is hit for 16 (84/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 16 (68/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 16 (52/100HP)
Turn 149, 780 AD: SGOTM25's Cho-Ko-Nu 6 (Beijing) is hit for 24 (76/100HP)
Turn 149, 780 AD: SGOTM25's Cho-Ko-Nu 6 (Beijing) is hit for 24 (52/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 16 (36/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 16 (20/100HP)
Turn 149, 780 AD: SGOTM25's Cho-Ko-Nu 6 (Beijing) is hit for 24 (28/100HP)
Turn 149, 780 AD: SGOTM25's Cho-Ko-Nu 6 (Beijing) is hit for 24 (4/100HP)
Turn 149, 780 AD: SGOTM25's Cho-Ko-Nu 6 (Beijing) is hit for 24 (0/100HP)
Turn 149, 780 AD: Tokugawa's Archer has defeated SGOTM25's Cho-Ko-Nu 6 (Beijing)!
Turn 149, 780 AD: SGOTM25's Knight 25 (Mumbai) (11.00) vs Tokugawa's Archer (7.56)
Turn 149, 780 AD: Combat Odds: 89.3%
Turn 149, 780 AD: (Extra Combat: -10%)
Turn 149, 780 AD: (Plot Defense: +70%)
Turn 149, 780 AD: (Fortify: +15%)
Turn 149, 780 AD: (City Defense: +70%)
Turn 149, 780 AD: (Hills Defense: +25%)
Turn 149, 780 AD: SGOTM25's Knight 25 (Mumbai) is hit for 17 (83/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 23 (67/100HP)
Turn 149, 780 AD: SGOTM25's Knight 25 (Mumbai) is hit for 17 (66/100HP)
Turn 149, 780 AD: SGOTM25's Knight 25 (Mumbai) is hit for 17 (49/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 23 (44/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 23 (21/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 23 (0/100HP)
Turn 149, 780 AD: SGOTM25's Knight 25 (Mumbai) has defeated Tokugawa's Archer!
Turn 149, 780 AD: SGOTM25's Maceman 12 (Mongolia) (7.65) vs Tokugawa's Archer (1.74)
Turn 149, 780 AD: Combat Odds: 99.9%
Turn 149, 780 AD: (Extra Combat: -10%)
Turn 149, 780 AD: (Plot Defense: +70%)
Turn 149, 780 AD: (Fortify: +25%)
Turn 149, 780 AD: (City Defense: +70%)
Turn 149, 780 AD: (Hills Defense: +25%)
Turn 149, 780 AD: SGOTM25's Maceman 12 (Mongolia) is hit for 15 (72/100HP)
Turn 149, 780 AD: SGOTM25's Maceman 12 (Mongolia) is hit for 15 (57/100HP)
Turn 149, 780 AD: Tokugawa's Archer is hit for 25 (0/100HP)
Turn 149, 780 AD: SGOTM25's Maceman 12 (Mongolia) has defeated Tokugawa's Archer!
Turn 149, 780 AD: You have captured Spy City!!!
Turn 149, 780 AD: Taoism has spread in Hangzhou.
Turn 149, 780 AD: You have trained a Spy in Beijing. Work has now begun on The Apostolic Palace.
Turn 149, 780 AD: You have trained a Knight in Baoding. Work has now begun on a Pikeman.
Turn 149, 780 AD: The borders of Tsingtao have expanded!
Turn 149, 780 AD: You have trained a Spy in Chongqing. Work has now begun on a Granary.

Turn 150, 800 AD: Yan'an has grown to size 12.
Turn 150, 800 AD: Mumbai has grown to size 6.
Turn 150, 800 AD: Nanjing has grown to size 13.
Turn 150, 800 AD: Hangzhou can hurry The Sistine Chapel for 3⇴ with 29ℤ overflow and +1⇤ for 15 turns.
Turn 150, 800 AD: Shandong has grown to size 7.
Turn 150, 800 AD: Ningbo has grown to size 4.
Turn 150, 800 AD: Lyons has grown to size 4.
Turn 150, 800 AD: Lyons can hurry Knight for 2⇴ with 37ℤ overflow and +1⇤ for 11 turns.
Turn 150, 800 AD: Chongqing can hurry Granary for 1⇴ with 25ℤ overflow, 66ℴ added to the treasury, and +1⇤ for 18 turns.
Turn 150, 800 AD: New York has been pacified.
Turn 150, 800 AD: Rheims has been pacified.
Turn 150, 800 AD: The borders of New York are about to expand.
Turn 150, 800 AD: Your population: 264 (71.74%) exceeds the Domination Limit: 103 (28.00%)
Turn 150, 800 AD: Your Bomber has attacked an enemy Longbowman! (-32% Damage)
Turn 150, 800 AD: Your Bomber has caused collateral damage! (5 Units)
Turn 150, 800 AD: SGOTM25's Maceman 14 (Yan'an) (8.80) vs Tokugawa's Longbowman (8.32)
Turn 150, 800 AD: Combat Odds: 56.7%
Turn 150, 800 AD: (Extra Combat: -10%)
Turn 150, 800 AD: (Plot Defense: +54%)
Turn 150, 800 AD: (Fortify: +25%)
Turn 150, 800 AD: (City Defense: +45%)
Turn 150, 800 AD: (City Attack: -20%)
Turn 150, 800 AD: SGOTM25's Maceman 14 (Yan'an) is hit for 21 (79/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 14 (Yan'an) is hit for 21 (58/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 14 (Yan'an) is hit for 21 (37/100HP)
Turn 150, 800 AD: Tokugawa's Longbowman is hit for 18 (50/100HP)
Turn 150, 800 AD: Tokugawa's Longbowman is hit for 18 (32/100HP)
Turn 150, 800 AD: Tokugawa's Longbowman is hit for 18 (14/100HP)
Turn 150, 800 AD: Tokugawa's Longbowman is hit for 18 (0/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 14 (Yan'an) has defeated Tokugawa's Longbowman!
Turn 150, 800 AD: Your Maceman 14 (Yan'an) has destroyed a Longbowman!
Turn 150, 800 AD: SGOTM25's Maceman 13 (Shanghai) (6.72) vs Tokugawa's Archer (4.77)
Turn 150, 800 AD: Combat Odds: 72.2%
Turn 150, 800 AD: (Plot Defense: +54%)
Turn 150, 800 AD: (Fortify: +25%)
Turn 150, 800 AD: (City Defense: +95%)
Turn 150, 800 AD: (City Attack: -75%)
Turn 150, 800 AD: Tokugawa's Archer is hit for 23 (57/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 13 (Shanghai) is hit for 17 (67/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 23 (34/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 13 (Shanghai) is hit for 17 (50/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 13 (Shanghai) is hit for 17 (33/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 13 (Shanghai) is hit for 17 (16/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 23 (11/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 23 (0/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 13 (Shanghai) has defeated Tokugawa's Archer!
Turn 150, 800 AD: Your Maceman 13 (Shanghai) has destroyed a Archer!
Turn 150, 800 AD: SGOTM25's Maceman 5 (Shanghai) (8.00) vs Tokugawa's Archer (6.09)
Turn 150, 800 AD: Combat Odds: 80.0%
Turn 150, 800 AD: (Plot Defense: +54%)
Turn 150, 800 AD: (Fortify: +25%)
Turn 150, 800 AD: (City Defense: +95%)
Turn 150, 800 AD: (City Attack: -20%)
Turn 150, 800 AD: Tokugawa's Archer is hit for 21 (59/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 21 (38/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 5 (Shanghai) is hit for 18 (82/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 21 (17/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 21 (0/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 5 (Shanghai) has defeated Tokugawa's Archer!
Turn 150, 800 AD: Your Maceman 5 (Shanghai) has destroyed a Archer!
Turn 150, 800 AD: SGOTM25's Maceman 8 (Guangzhou) (8.00) vs Tokugawa's Archer (5.26)
Turn 150, 800 AD: Combat Odds: 81.9%
Turn 150, 800 AD: (Plot Defense: +54%)
Turn 150, 800 AD: (Fortify: +5%)
Turn 150, 800 AD: (City Defense: +70%)
Turn 150, 800 AD: (City Attack: -20%)
Turn 150, 800 AD: SGOTM25's Maceman 8 (Guangzhou) is hit for 17 (83/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 23 (61/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 23 (38/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 8 (Guangzhou) is hit for 17 (66/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 23 (15/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 8 (Guangzhou) is hit for 17 (49/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 8 (Guangzhou) is hit for 17 (32/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 23 (0/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 8 (Guangzhou) has defeated Tokugawa's Archer!
Turn 150, 800 AD: Your Maceman 8 (Guangzhou) has destroyed a Archer!
Turn 150, 800 AD: SGOTM25's Maceman 11 (Shanghai) (8.00) vs Tokugawa's Archer (5.49)
Turn 150, 800 AD: Combat Odds: 84.3%
Turn 150, 800 AD: (Extra Combat: +10%)
Turn 150, 800 AD: (Plot Defense: +54%)
Turn 150, 800 AD: (Fortify: +15%)
Turn 150, 800 AD: (City Defense: +70%)
Turn 150, 800 AD: (City Attack: -20%)
Turn 150, 800 AD: Tokugawa's Archer is hit for 22 (58/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 11 (Shanghai) is hit for 17 (83/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 11 (Shanghai) is hit for 17 (66/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 22 (36/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 22 (14/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 22 (0/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 11 (Shanghai) has defeated Tokugawa's Archer!
Turn 150, 800 AD: Your Maceman 11 (Shanghai) has destroyed a Archer!
Turn 150, 800 AD: SGOTM25's Maceman 4 (Manchou) (8.80) vs Tokugawa's Archer (5.37)
Turn 150, 800 AD: Combat Odds: 93.7%
Turn 150, 800 AD: (Extra Combat: -10%)
Turn 150, 800 AD: (Plot Defense: +54%)
Turn 150, 800 AD: (City Defense: +70%)
Turn 150, 800 AD: SGOTM25's Maceman 4 (Manchou) is hit for 16 (84/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 4 (Manchou) is hit for 16 (68/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 4 (Manchou) is hit for 16 (52/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 4 (Manchou) is hit for 16 (36/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 24 (56/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 24 (32/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 24 (8/100HP)
Turn 150, 800 AD: Tokugawa's Archer is hit for 24 (0/100HP)
Turn 150, 800 AD: SGOTM25's Maceman 4 (Manchou) has defeated Tokugawa's Archer!
Turn 150, 800 AD: Your Maceman 4 (Manchou) has destroyed a Archer!
Turn 150, 800 AD: You have captured Tokyo!!!
Turn 150, 800 AD: Your population: 267 (72.75%) exceeds the Domination Limit: 102 (28.00%)
Turn 150, 800 AD: The Japanese Civilization has been destroyed!!!
Turn 150, 800 AD: Clearing a Forest has created 30 ℤ for Chongqing.
Turn 150, 800 AD: Clearing a Forest has created 30 ℤ for Yan'an.
Turn 150, 800 AD: Clearing a Forest has created 30 ℤ for Mumbai.
Turn 150, 800 AD: Confucianism has spread in Munich.
Turn 150, 800 AD: Clearing a Forest has created 30 ℤ for Hangzhou.
Turn 150, 800 AD: Clearing a Forest has created 30 ℤ for Hangzhou.
Turn 150, 800 AD: Clearing a Forest has created 30 ℤ for St. Petersburg.
Turn 150, 800 AD: Clearing a Forest has created 30 ℤ for Lyons.
Turn 150, 800 AD: Manchou will grow to size 14 on the next turn.
Turn 150, 800 AD: Shanghai will grow to size 12 on the next turn.
Turn 150, 800 AD: Mongolia will grow to size 9 on the next turn.
Turn 150, 800 AD: Moscow will grow to size 5 on the next turn.
Turn 150, 800 AD: Hangzhou will grow to size 13 on the next turn.
Turn 150, 800 AD: Edirne will grow to size 11 on the next turn.
Turn 150, 800 AD: Istanbul will grow to size 4 on the next turn.
Turn 150, 800 AD: Rome will grow to size 8 on the next turn.
Turn 150, 800 AD: Copper City will grow to size 8 on the next turn.
Turn 150, 800 AD: Cumae will grow to size 6 on the next turn.
Turn 150, 800 AD: Shandong will grow to size 8 on the next turn.
Turn 150, 800 AD: Paris will grow to size 4 on the next turn.
Turn 150, 800 AD: Baoding will grow to size 4 on the next turn.
Turn 150, 800 AD: Yangzhou will grow to size 4 on the next turn.
Turn 150, 800 AD: Tsingtao will grow to size 6 on the next turn.
Turn 150, 800 AD: You have discovered Divine Right!
Turn 150, 800 AD: You have trained a Spy in Beijing. Work has now begun on The Apostolic Palace.
Turn 150, 800 AD: SGOTM25 has completed The Sistine Chapel!
Turn 150, 800 AD: You have constructed The Sistine Chapel in Hangzhou. Work has now begun on a Lighthouse.
Turn 150, 800 AD: Istanbul can no longer work on The Sistine Chapel. The lost ℤ is converted into 73ℴ!
Turn 150, 800 AD: Baoding can no longer work on The Sistine Chapel. The lost ℤ is converted into 44ℴ!
Turn 150, 800 AD: Tsingtao can no longer work on The Sistine Chapel. The lost ℤ is converted into 171ℴ!
Turn 150, 800 AD: You have trained a Spy in Chongqing. Work has now begun on a Granary.

Turn 151, 820 AD: Beijing has grown to size 14.
Turn 151, 820 AD: Manchou has grown to size 14.
Turn 151, 820 AD: Shanghai has grown to size 12.
Turn 151, 820 AD: Mongolia has grown to size 9.
Turn 151, 820 AD: Xian can hurry Spy for 1⇴ with 23ℤ overflow and +1⇤ for 24 turns.
Turn 151, 820 AD: Moscow has grown to size 5.
Turn 151, 820 AD: Hangzhou has grown to size 13.
Turn 151, 820 AD: Edirne has grown to size 11.
Turn 151, 820 AD: Istanbul has grown to size 4.
Turn 151, 820 AD: Cumae has grown to size 6.
Turn 151, 820 AD: Cumae can hurry Knight for 1⇴ with 13ℤ overflow and +1⇤ for 18 turns.
Turn 151, 820 AD: Shandong has grown to size 8.
Turn 151, 820 AD: Neapolis can hurry Spy for 1⇴ with 36ℤ overflow, 5ℴ added to the treasury, and +1⇤ for 21 turns.
Turn 151, 820 AD: Paris has grown to size 4.
Turn 151, 820 AD: Paris can hurry Knight for 2⇴ with 43ℤ overflow and +1⇤ for 27 turns.
Turn 151, 820 AD: Baoding has grown to size 4.
Turn 151, 820 AD: Yangzhou has grown to size 4.
Turn 151, 820 AD: Tsingtao has grown to size 6.
Turn 151, 820 AD: Tsingtao can hurry The Hagia Sophia for 3⇴ with 12ℤ overflow and +1⇤ for 31 turns.
Turn 151, 820 AD: Chongqing can hurry Granary for 1⇴ with 25ℤ overflow, 73ℴ added to the treasury, and +1⇤ for 17 turns.
Turn 151, 820 AD: Hamburg can hurry Knight for 2⇴ with 36ℤ overflow and +1⇤ for 18 turns.
Turn 151, 820 AD: Spy City will be pacified on the next turn.
Turn 151, 820 AD: Churchill has no worst enemy.
Turn 151, 820 AD: has no worst enemy.
Turn 151, 820 AD: You are the worst enemy of Roosevelt, Bismarck.
Turn 151, 820 AD: Your population: 276 (73.60%) exceeds the Domination Limit: 105 (28.00%)
Turn 151, 820 AD: Deal Canceled: Open Borders to Churchill for Open Borders
Turn 151, 820 AD: You have declared war on Churchill!
Turn 151, 820 AD: Churchill refuses to talk.
Turn 151, 820 AD: Roosevelt has declared war on Churchill!
Turn 151, 820 AD: Clearing a Forest has created 30 ℤ for Yan'an.
Turn 151, 820 AD: Yan'an will grow to size 13 on the next turn.
Turn 151, 820 AD: Nanjing will grow to size 14 on the next turn.
Turn 151, 820 AD: Xian will grow to size 3 on the next turn.
Turn 151, 820 AD: St. Petersburg will grow to size 9 on the next turn.
Turn 151, 820 AD: Chengdu will grow to size 6 on the next turn.
Turn 151, 820 AD: Antium will grow to size 13 on the next turn.
Turn 151, 820 AD: Copper City will grow to size 8 on the next turn.
Turn 151, 820 AD: Macau will grow to size 8 on the next turn.
Turn 151, 820 AD: Kaifeng will grow to size 4 on the next turn.
Turn 151, 820 AD: Ningbo will grow to size 5 on the next turn.
Turn 151, 820 AD: Loyang will grow to size 3 on the next turn.
Turn 151, 820 AD: Hamburg will grow to size 6 on the next turn.
Turn 151, 820 AD: You have discovered Compass!
Turn 151, 820 AD: You have trained a Spy in Beijing. Work has now begun on The Apostolic Palace.
Turn 151, 820 AD: Mongolia can no longer work on The Sistine Chapel. The lost ℤ is converted into 122ℴ!
Turn 151, 820 AD: Mumbai can no longer work on The Sistine Chapel. The lost ℤ is converted into 60ℴ!
Turn 151, 820 AD: Hong Kong can no longer work on The Sistine Chapel. The lost ℤ is converted into 35ℴ!
Turn 151, 820 AD: You have trained a Spy in Chongqing. Work has now begun on a Granary.

Turn 152, 840 AD: The enemy has been spotted near Mongolia!
Turn 152, 840 AD: Yan'an has grown to size 13.
Turn 152, 840 AD: Nanjing has grown to size 14.
Turn 152, 840 AD: Nanjing can hurry University of Sankore for 7⇴ with 21ℤ overflow and +1⇤ for 47 turns.
Turn 152, 840 AD: Moscow can hurry Knight for 2⇴ with 41ℤ overflow and +1⇤ for 26 turns.
Turn 152, 840 AD: Chengdu has grown to size 6.
Turn 152, 840 AD: Antium has grown to size 13.
Turn 152, 840 AD: Antium can hurry Knight for 1⇴ with 38ℤ overflow, 43ℴ added to the treasury, and +1⇤ for 10 turns.
Turn 152, 840 AD: Rome can hurry Knight for 2⇴ with 40ℤ overflow and +1⇤ for 41 turns.
Turn 152, 840 AD: Copper City has grown to size 8.
Turn 152, 840 AD: Macau has grown to size 8.
Turn 152, 840 AD: Kaifeng has grown to size 4.
Turn 152, 840 AD: Ningbo has grown to size 5.
Turn 152, 840 AD: Lyons can hurry Knight for 1⇴ with 29ℤ overflow and +1⇤ for 19 turns.
Turn 152, 840 AD: Loyang has grown to size 3.
Turn 152, 840 AD: Berlin can hurry Knight for 2⇴ with 29ℤ overflow and +1⇤ for 25 turns.
Turn 152, 840 AD: Chongqing can hurry Granary for 1⇴ with 25ℤ overflow, 73ℴ added to the treasury, and +1⇤ for 16 turns.
Turn 152, 840 AD: Rheims can hurry Knight for 2⇴ with 14ℤ overflow and +1⇤ for 10 turns.
Turn 152, 840 AD: Orleans can hurry Knight for 2⇴ with 12ℤ overflow and +1⇤ for 10 turns.
Turn 152, 840 AD: Spy City has been pacified.
Turn 152, 840 AD: Roosevelt has no worst enemy.
Turn 152, 840 AD: You are the worst enemy of Churchill.
Turn 152, 840 AD: Your population: 281 (73.95%) exceeds the Domination Limit: 106 (28.00%)
 
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How many turns between building AP and becoming AP leader?

Here is a list of what needs to be completed:

Culture Ministry: Gift Spy City to Bismarck and do espionage culture missions.
Diplomacy Ministry: Complete AP and get elected leader.
Civil & Military Ministry: Eliminate Caesar (1 city), Bismarck (1 city) and make Churchill our vassal (3 cities).
Science Ministry: Complete research of Optics.
Construction Ministry: Complete wonders under construction.

We are going for 20 WW + 4 NW. This gives us an additional 8 point margin compared to the calculation in this post.

We have all the spies we need and only want to build knights, wonders and wealth for the remaining turns. We even have a little gold for upgrading some veteran HA's to knights.

The main challenge in the last two sets is to distribute our units between London, Munich and Ravenna. We have some xbows and maces en route to Ravenna but may need a knight there as well. The spy built in Neapolis is for Ravenna revolt. I wonder if Churchill might already capitulate when we capture York given the big difference in power.
 
Great progress.

Should we ask Deckhand or Sossos if we are doing the calculation the correct way?
I think that's a good idea, they may not reply but worth asking!

How many turns between building AP and becoming AP leader?
Just the one assuming for Resident (proposes resolutions) and 11 for Religious Leader (wins the game), the description of the game reads leader but I think he means Resident. Another question to ask.
 
So the AP Resident is elected the turn after completing the AP? And the result is registered after two turns?

Yes, good progress in most areas but Churchill building two more redcoats in York is problematic and I think we may need the cho-ko-nu in Orleans to do additional collateral damage to his stack. Did a small test yesterday and it seems that the bomber can only do minor collateral damage and that the damaged units will heal to full strength in one turn so doing multiple air strikes has no effect. For the same reason we should probably build cho-ko-nus in Paris, Orleans and Lyons for the London attack.

T102: Bomb York. Set up cho-ko-nu builds. Move knights and Cho-ko-nu in Orleans towards York.
T103: Air strike York and capture if still 3 redcoats in York. If a 4th redcoats is built delay attack and bomb London First galleys in place for the England invasion. Start loading Knights. Whip cho-ko-nus.
T104: Bomb London (Or air strike York and capture using cho-ko-nu as first attacker if attack was delayed).
T105: Bomb London. All galleys must be in place. Last Cho-ko-nus/Knights loaded.
T106: Bomb London. Last knights/cho-ko-nus unloaded. GArtist is born and moves towards spy city. DOW Caesar and move units (3 maces + 3 cho-kon-nu's) in. We probably need 1-2 knights also to be sure.
T107: Air strike London and capture. Move GArtist into Spy City and spread culture. Gift Spy City to Bismarck. Infiltrate. Last Knights arrive at rally point outside Munich. We need 10-12 knights. Do revolt in Ravenna and capture.
T108: Capture last English city or accept capitulation if we have enough points. Do espionage culture missions. Recapture Spy City. Air strike Munich and capture. GAME OVER.

We could use the GG to promote a cho-ko-nu to drill 4 so that he does extra collateral damage.
 
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I have updated the plan in the post above.

Looks like T108 may be doable if we can get enough units to both London and Munich.

I have time for 2-3 turns Saturday.
 
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