[BTS] SGOTM 25 - Xteam

I'll take a look but I'm afraid that it's too late to build new units for the York attack.

We could, however, build some trebs for the London attack instead of cho-ko-nu's. The GG would enable the promotion of a drill 3, barrage 1 treb that could do some real damage before it dies.

I have tested the York attack and we should be successful but may loose 10-12 units.
 
Had a look at the save. I don't see a good way to get a treb to York in reasonable time. I suggest we stick to the plan and accept the losses. Game is over soon anyway so it may not matter much.

We probably need an extra spy for Ravenna. It will expand borders in a couple of turns and we really want to be able to do the revolt and not have both 40% defenses and longbows to combat.

We can build knights for the Munich attack as far away as St. Pete and Nanjing if they are set up this turn and a few strategic roads are built.

Propose to upgrade the two veteran HA's in Rheims.

I may have time to play already tomorrow.
 
Well, I see my absence [Apologies -- RL intervened unexpectedly and pervasively.] has been distressingly inconspicuous.

Great progress. I have little to contribute at this point. A siege weapon from Orleans might prove helpful.

I'm away tomorrow but will try to make some contribution this weekend.

BTW, how are the other teams doing?
 
Set went well. Several things can delay the victory but we are still moving along according to plan. Most worrisome is the AP VC screen showing only 50% votes when we have 100%. Anyone have an explanation?

Turn set notes

T102: Bomb York. Move knights, cho-ko-nu towards York. Move knights toward the Channel for transfer to London. Spot 4 redcoats in London. Setup last minute knight builds for Munich attack. Move spies to Spy City.
T103: York has a 4th redcoat. Decide to go for delayed attack and bomb London this turn. Move units towards galleys and York. Move spies. Hagia is built!
T104: We survive an attack by an English Trireme. Still 4 redcoats in York. Attack starts with Air strike followed by cho-ko-nu and then the bloodbath will commence. We loose the Cho-ko-nu, 3 swords and a bunch of knights but York is captured! Land 5 knights near London. A little worried if they will be attacked. Trireme attacks on our fleet is also a problem now. We have 6 galleys loaded with units ready to reinforce. The GG gives 2 x 10 XP to two trebs. Micro to get Optics in two. If all goes wrong we need to be able to build a caravel in Paris quickly.
T105: Our spy in Ravenna is discovered. Spiral Minaret, GLib and AP done. Two more to go! A redcoat approaches from north. Pillage roads in front of redcoat to slow him down. Start Versailles. We may need more buffer since the AP victory screen is showing strange numbers (Says 50% votes when we have 100% ??)


>>SAVE<<

Spoiler Log :
Turn 153, 860 AD: The enemy has been spotted near Mongolia!
Turn 153, 860 AD: Guangzhou has grown to size 13.
Turn 153, 860 AD: Mumbai has grown to size 7.
Turn 153, 860 AD: St. Petersburg can hurry Knight for 2⇴ with 43ℤ overflow and +1⇤ for 29 turns.
Turn 153, 860 AD: Chengdu can hurry Knight for 2⇴ with 48ℤ overflow and +1⇤ for 23 turns.
Turn 153, 860 AD: Edirne can hurry Notre Dame for 3⇴ with 14ℤ overflow and +1⇤ for 15 turns.
Turn 153, 860 AD: Istanbul can hurry Knight for 2⇴ with 21ℤ overflow and +1⇤ for 16 turns.
Turn 153, 860 AD: Tianjin has grown to size 7.
Turn 153, 860 AD: Tianjin can hurry Knight for 1⇴ with 27ℤ overflow and +1⇤ for 23 turns.
Turn 153, 860 AD: Macau can hurry Knight for 2⇴ with 27ℤ overflow and +1⇤ for 10 turns.
Turn 153, 860 AD: Cumae can hurry Knight for 2⇴ with 39ℤ overflow and +1⇤ for 26 turns.
Turn 153, 860 AD: Shandong has grown to size 9.
Turn 153, 860 AD: Ningbo can hurry Knight for 2⇴ with 41ℤ overflow and +1⇤ for 10 turns.
Turn 153, 860 AD: Neapolis has grown to size 6.
Turn 153, 860 AD: Paris has grown to size 3.
Turn 153, 860 AD: Baoding can hurry Knight for 2⇴ with 18ℤ overflow and +1⇤ for 16 turns.
Turn 153, 860 AD: Yangzhou has grown to size 5.
Turn 153, 860 AD: Hamburg can hurry Knight for 2⇴ with 50ℤ overflow and +1⇤ for 26 turns.
Turn 153, 860 AD: Rheims can hurry Trebuchet for 2⇴ with 21ℤ overflow and +1⇤ for 10 turns.
Turn 153, 860 AD: Orleans can hurry Trebuchet for 2⇴ with 29ℤ overflow and +1⇤ for 10 turns.
Turn 153, 860 AD: Tokyo will be pacified on the next turn.
Turn 153, 860 AD: Your population: 283 (74.08%) exceeds the Domination Limit: 106 (28.00%)
Turn 153, 860 AD: Clearing a Forest has created 30 ℤ for Shandong.
Turn 153, 860 AD: Clearing a Forest has created 30 ℤ for Edirne.
Turn 153, 860 AD: Clearing a Forest has created 30 ℤ for Shandong.
Turn 153, 860 AD: Your Bomber has reduced the defenses of London to 24%!
Turn 153, 860 AD: Clearing a Forest has created 30 ℤ for Orleans.
Turn 153, 860 AD: Clearing a Forest has created 24 ℤ for Beijing.
Turn 153, 860 AD: Clearing a Forest has created 24 ℤ for Beijing.
Turn 153, 860 AD: Clearing a Forest has created 30 ℤ for Neapolis.
Turn 153, 860 AD: Yan'an will grow to size 14 on the next turn.
Turn 153, 860 AD: Shanghai will grow to size 13 on the next turn.
Turn 153, 860 AD: Moscow will grow to size 4 on the next turn.
Turn 153, 860 AD: Hangzhou will grow to size 14 on the next turn.
Turn 153, 860 AD: Ningbo will grow to size 6 on the next turn.
Turn 153, 860 AD: Baoding will grow to size 5 on the next turn.
Turn 153, 860 AD: Hamburg will grow to size 5 on the next turn.
Turn 153, 860 AD: Orleans will grow to size 3 on the next turn.
Turn 153, 860 AD: SGOTM25 has completed The Hagia Sophia!
Turn 153, 860 AD: You have trained a Trebuchet in Rheims. Work has now begun on a Knight.
Turn 153, 860 AD: You have trained a Trebuchet in Orleans. Work has now begun on a Knight.
Turn 153, 860 AD: Churchill's Trireme (2.00) vs SGOTM25's Trireme 1 (Paris) (2.20)
Turn 153, 860 AD: Combat Odds: 32.2%
Turn 153, 860 AD: (Plot Defense: +10%)
Turn 153, 860 AD: SGOTM25's Trireme 1 (Paris) is hit for 19 (81/100HP)
Turn 153, 860 AD: Churchill's Trireme is hit for 20 (80/100HP)
Turn 153, 860 AD: Churchill's Trireme is hit for 20 (60/100HP)
Turn 153, 860 AD: SGOTM25's Trireme 1 (Paris) is hit for 19 (62/100HP)
Turn 153, 860 AD: Churchill's Trireme is hit for 20 (40/100HP)
Turn 153, 860 AD: SGOTM25's Trireme 1 (Paris) is hit for 19 (43/100HP)
Turn 153, 860 AD: Churchill's Trireme is hit for 20 (20/100HP)
Turn 153, 860 AD: Churchill's Trireme is hit for 20 (0/100HP)
Turn 153, 860 AD: SGOTM25's Trireme 1 (Paris) has defeated Churchill's Trireme!
Turn 153, 860 AD: While defending, your Trireme 1 (Paris) has killed a English Trireme!

Turn 154, 880 AD: Yan'an has grown to size 14.
Turn 154, 880 AD: Beijing can hurry The Apostolic Palace for 1⇴ with 35ℤ overflow and +1⇤ for 10 turns.
Turn 154, 880 AD: Shanghai has grown to size 13.
Turn 154, 880 AD: Moscow has grown to size 4.
Turn 154, 880 AD: Hangzhou has grown to size 14.
Turn 154, 880 AD: Rome can hurry Knight for 1⇴ with 6ℤ overflow and +1⇤ for 49 turns.
Turn 154, 880 AD: Tokyo has been pacified.
Turn 154, 880 AD: Your population: 273 (72.99%) exceeds the Domination Limit: 104 (28.00%)
Turn 154, 880 AD: Your Bomber has attacked an enemy Redcoat! (-23% Damage)
Turn 154, 880 AD: Your Bomber has caused collateral damage! (3 Units)
Turn 154, 880 AD: SGOTM25's Cho-Ko-Nu 1 (Guangzhou) (6.00) vs Churchill's Redcoat (23.31)
Turn 154, 880 AD: Combat Odds: 0.0%
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +10%)
Turn 154, 880 AD: (City Defense: +45%)
Turn 154, 880 AD: Your Cho-Ko-Nu 1 (Guangzhou) has caused collateral damage! (3 Units)
Turn 154, 880 AD: Churchill's Redcoat is hit for 10 (80/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 10 (70/100HP)
Turn 154, 880 AD: SGOTM25's Cho-Ko-Nu 1 (Guangzhou) is hit for 37 (63/100HP)
Turn 154, 880 AD: SGOTM25's Cho-Ko-Nu 1 (Guangzhou) is hit for 37 (26/100HP)
Turn 154, 880 AD: SGOTM25's Cho-Ko-Nu 1 (Guangzhou) is hit for 37 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Cho-Ko-Nu 1 (Guangzhou)!
Turn 154, 880 AD: Your Cho-Ko-Nu 1 (Guangzhou) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Swordsman 2 (Beijing) (6.00) vs Churchill's Redcoat (9.91)
Turn 154, 880 AD: Combat Odds: 6.4%
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +25%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (City Attack: -85%)
Turn 154, 880 AD: (Combat: -10%)
Turn 154, 880 AD: SGOTM25's Swordsman 2 (Beijing) is hit for 26 (74/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 2 (Beijing) is hit for 26 (48/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 2 (Beijing) is hit for 26 (22/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 15 (70/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 2 (Beijing) is hit for 26 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Swordsman 2 (Beijing)!
Turn 154, 880 AD: Your Swordsman 2 (Beijing) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Knight 6 (Antium) (11.00) vs Churchill's Redcoat (22.01)
Turn 154, 880 AD: Combat Odds: 2.0%
Turn 154, 880 AD: (Extra Combat: -10%)
Turn 154, 880 AD: (Extra Combat: +10%)
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (72/100HP)
Turn 154, 880 AD: SGOTM25's Knight 6 (Antium) is hit for 29 (71/100HP)
Turn 154, 880 AD: SGOTM25's Knight 6 (Antium) is hit for 29 (42/100HP)
Turn 154, 880 AD: SGOTM25's Knight 6 (Antium) is hit for 29 (13/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (59/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (46/100HP)
Turn 154, 880 AD: SGOTM25's Knight 6 (Antium) is hit for 29 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Knight 6 (Antium)!
Turn 154, 880 AD: Your Knight 6 (Antium) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Knight 8 (Antium) (11.00) vs Churchill's Redcoat (21.67)
Turn 154, 880 AD: Combat Odds: 4.5%
Turn 154, 880 AD: (Extra Combat: -10%)
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +20%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (Hills Defense: +20%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (59/100HP)
Turn 154, 880 AD: SGOTM25's Knight 8 (Antium) is hit for 30 (70/100HP)
Turn 154, 880 AD: SGOTM25's Knight 8 (Antium) is hit for 30 (40/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (46/100HP)
Turn 154, 880 AD: SGOTM25's Knight 8 (Antium) is hit for 30 (10/100HP)
Turn 154, 880 AD: SGOTM25's Knight 8 (Antium) is hit for 30 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Knight 8 (Antium)!
Turn 154, 880 AD: Your Knight 8 (Antium) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Knight 12 (Antium) (11.00) vs Churchill's Redcoat (20.58)
Turn 154, 880 AD: Combat Odds: 5.3%
Turn 154, 880 AD: (Extra Combat: -10%)
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +10%)
Turn 154, 880 AD: (City Defense: +45%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: SGOTM25's Knight 12 (Antium) is hit for 29 (71/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (57/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (44/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (31/100HP)
Turn 154, 880 AD: SGOTM25's Knight 12 (Antium) is hit for 29 (42/100HP)
Turn 154, 880 AD: SGOTM25's Knight 12 (Antium) is hit for 29 (13/100HP)
Turn 154, 880 AD: SGOTM25's Knight 12 (Antium) is hit for 29 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Knight 12 (Antium)!
Turn 154, 880 AD: Your Knight 12 (Antium) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Knight 18 (Antium) (11.00) vs Churchill's Redcoat (19.60)
Turn 154, 880 AD: Combat Odds: 6.1%
Turn 154, 880 AD: (Extra Combat: -10%)
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +25%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: SGOTM25's Knight 18 (Antium) is hit for 29 (71/100HP)
Turn 154, 880 AD: SGOTM25's Knight 18 (Antium) is hit for 29 (42/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (57/100HP)
Turn 154, 880 AD: SGOTM25's Knight 18 (Antium) is hit for 29 (13/100HP)
Turn 154, 880 AD: SGOTM25's Knight 18 (Antium) is hit for 29 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Knight 18 (Antium)!
Turn 154, 880 AD: Your Knight 18 (Antium) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Knight 3 (Moscow) (10.00) vs Churchill's Redcoat (15.96)
Turn 154, 880 AD: Combat Odds: 15.3%
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +25%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (44/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (31/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (18/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (5/100HP)
Turn 154, 880 AD: SGOTM25's Knight 3 (Moscow) is hit for 29 (71/100HP)
Turn 154, 880 AD: SGOTM25's Knight 3 (Moscow) is hit for 29 (42/100HP)
Turn 154, 880 AD: SGOTM25's Knight 3 (Moscow) is hit for 29 (13/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (0/100HP)
Turn 154, 880 AD: SGOTM25's Knight 3 (Moscow) has defeated Churchill's Redcoat!
Turn 154, 880 AD: Your Knight 3 (Moscow) has destroyed a Redcoat!
Turn 154, 880 AD: SGOTM25's Knight 5 (Tianjin) (10.00) vs Churchill's Redcoat (13.84)
Turn 154, 880 AD: Combat Odds: 32.9%
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +20%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (Hills Defense: +20%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: SGOTM25's Knight 5 (Tianjin) is hit for 29 (71/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (33/100HP)
Turn 154, 880 AD: SGOTM25's Knight 5 (Tianjin) is hit for 29 (42/100HP)
Turn 154, 880 AD: SGOTM25's Knight 5 (Tianjin) is hit for 29 (13/100HP)
Turn 154, 880 AD: SGOTM25's Knight 5 (Tianjin) is hit for 29 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Knight 5 (Tianjin)!
Turn 154, 880 AD: Your Knight 5 (Tianjin) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Swordsman 4 (Beijing) (7.20) vs Churchill's Redcoat (9.66)
Turn 154, 880 AD: Combat Odds: 31.0%
Turn 154, 880 AD: (Extra Combat: -20%)
Turn 154, 880 AD: (Extra Combat: +10%)
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (City Attack: -10%)
Turn 154, 880 AD: SGOTM25's Swordsman 4 (Beijing) is hit for 28 (72/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 4 (Beijing) is hit for 28 (44/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (33/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 4 (Beijing) is hit for 28 (16/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 4 (Beijing) is hit for 28 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Swordsman 4 (Beijing)!
Turn 154, 880 AD: Your Swordsman 4 (Beijing) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Knight 13 (Cumae) (10.00) vs Churchill's Redcoat (9.93)
Turn 154, 880 AD: Combat Odds: 66.0%
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +20%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (Hills Defense: +20%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: Churchill's Redcoat is hit for 14 (19/100HP)
Turn 154, 880 AD: SGOTM25's Knight 13 (Cumae) is hit for 28 (72/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 14 (5/100HP)
Turn 154, 880 AD: SGOTM25's Knight 13 (Cumae) is hit for 28 (44/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 14 (0/100HP)
Turn 154, 880 AD: SGOTM25's Knight 13 (Cumae) has defeated Churchill's Redcoat!
Turn 154, 880 AD: Your Knight 13 (Cumae) has destroyed a Redcoat!
Turn 154, 880 AD: SGOTM25's Swordsman 3 (Yan'an) (6.60) vs Churchill's Redcoat (7.59)
Turn 154, 880 AD: Combat Odds: 54.9%
Turn 154, 880 AD: (Extra Combat: -10%)
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +10%)
Turn 154, 880 AD: (City Defense: +45%)
Turn 154, 880 AD: (City Attack: -10%)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (18/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 13 (5/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 3 (Yan'an) is hit for 30 (70/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 3 (Yan'an) is hit for 30 (40/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 3 (Yan'an) is hit for 30 (10/100HP)
Turn 154, 880 AD: SGOTM25's Swordsman 3 (Yan'an) is hit for 30 (0/100HP)
Turn 154, 880 AD: Churchill's Redcoat has defeated SGOTM25's Swordsman 3 (Yan'an)!
Turn 154, 880 AD: Your Swordsman 3 (Yan'an) has died trying to attack a Redcoat!
Turn 154, 880 AD: SGOTM25's Knight 10 (Istanbul) (10.00) vs Churchill's Redcoat (8.54)
Turn 154, 880 AD: Combat Odds: 72.8%
Turn 154, 880 AD: (Extra Combat: +10%)
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (City Defense: +20%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: Churchill's Redcoat is hit for 15 (18/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 15 (3/100HP)
Turn 154, 880 AD: Churchill's Redcoat is hit for 15 (0/100HP)
Turn 154, 880 AD: SGOTM25's Knight 10 (Istanbul) has defeated Churchill's Redcoat!
Turn 154, 880 AD: Your Knight 10 (Istanbul) has destroyed a Redcoat!
Turn 154, 880 AD: SGOTM25's Chariot 4 (Mongolia) (4.40) vs Churchill's Redcoat (1.47)
Turn 154, 880 AD: Combat Odds: 97.8%
Turn 154, 880 AD: (Extra Combat: -10%)
Turn 154, 880 AD: (Plot Defense: +30%)
Turn 154, 880 AD: (Fortify: +10%)
Turn 154, 880 AD: (City Defense: +45%)
Turn 154, 880 AD: (Combat: +25%)
Turn 154, 880 AD: Churchill's Redcoat is hit for 11 (0/100HP)
Turn 154, 880 AD: SGOTM25's Chariot 4 (Mongolia) has defeated Churchill's Redcoat!
Turn 154, 880 AD: Your Chariot 4 (Mongolia) has destroyed a Redcoat!
Turn 154, 880 AD: You have captured a Worker
Turn 154, 880 AD: You have captured York!!!
Turn 154, 880 AD: Your population: 277 (74.26%) exceeds the Domination Limit: 100 (27.00%)
Turn 154, 880 AD: Clearing a Forest has created 30 ℤ for Shandong.
Turn 154, 880 AD: Clearing a Forest has created 30 ℤ for Shandong.
Turn 154, 880 AD: Clearing a Forest has created 30 ℤ for Shandong.
Turn 154, 880 AD: Clearing a Forest has created 30 ℤ for Rheims.
Turn 154, 880 AD: Clearing a Forest has created 30 ℤ for Shandong.
Turn 154, 880 AD: Manchou will grow to size 15 on the next turn.
Turn 154, 880 AD: Hong Kong will grow to size 7 on the next turn.
Turn 154, 880 AD: Nanjing will grow to size 15 on the next turn.
Turn 154, 880 AD: St. Petersburg will grow to size 8 on the next turn.
Turn 154, 880 AD: Chengdu will grow to size 5 on the next turn.
Turn 154, 880 AD: Tianjin will grow to size 7 on the next turn.
Turn 154, 880 AD: Rome will grow to size 6 on the next turn.
Turn 154, 880 AD: Shandong will grow to size 10 on the next turn.
Turn 154, 880 AD: Lyons will grow to size 3 on the next turn.
Turn 154, 880 AD: Berlin will grow to size 4 on the next turn.
Turn 154, 880 AD: Chongqing will grow to size 7 on the next turn.
Turn 154, 880 AD: Rheims will grow to size 3 on the next turn.
Turn 154, 880 AD: Leaders of Taoism have a vision of uniting all Taoist faithful under the The Apostolic Palace.
Turn 154, 880 AD: SGOTM25 has completed The Apostolic Palace!
Turn 154, 880 AD: SGOTM25 has completed The Great Library!
Turn 154, 880 AD: Hangzhou celebrates "We Love the Monarch Day"!!!
Turn 154, 880 AD: Rome can no longer work on The Hagia Sophia. The lost ℤ is converted into 69ℴ!
Turn 154, 880 AD: SGOTM25 has completed The Spiral Minaret!
Turn 154, 880 AD: Yangzhou can no longer work on The Apostolic Palace. The lost ℤ is converted into 36ℴ!
Turn 154, 880 AD: You have trained a Catapult in Rheims. Work has now begun on a Knight.
Turn 154, 880 AD: You have trained a Maceman in Orleans. Work has now begun on a Knight.

Turn 155, 900 AD: A Chinese Spy 44 (Neapolis) has been stumbled upon while operating near the Roman city of Ravenna!
Turn 155, 900 AD: The enemy has been spotted near Mongolia!
Turn 155, 900 AD: Manchou has grown to size 15.
Turn 155, 900 AD: Mumbai will become unhappy on the next turn.
Turn 155, 900 AD: Hong Kong has grown to size 7.
Turn 155, 900 AD: Nanjing has grown to size 15.
Turn 155, 900 AD: Nanjing has become unhappy.
Turn 155, 900 AD: St. Petersburg has grown to size 8.
Turn 155, 900 AD: Chengdu has grown to size 5.
Turn 155, 900 AD: Tianjin has grown to size 7.
Turn 155, 900 AD: Tianjin can hurry Knight for 1⇴ with 25ℤ overflow and +1⇤ for 31 turns.
Turn 155, 900 AD: Cumae can hurry Knight for 1⇴ with 14ℤ overflow and +1⇤ for 34 turns.
Turn 155, 900 AD: Shandong has grown to size 10.
Turn 155, 900 AD: Ningbo can hurry Knight for 1⇴ with 13ℤ overflow and +1⇤ for 18 turns.
Turn 155, 900 AD: Neapolis can hurry Knight for 2⇴ with 20ℤ overflow and +1⇤ for 17 turns.
Turn 155, 900 AD: Lyons has grown to size 3.
Turn 155, 900 AD: Berlin has grown to size 4.
Turn 155, 900 AD: Berlin can hurry Knight for 2⇴ with 39ℤ overflow and +1⇤ for 32 turns.
Turn 155, 900 AD: Chongqing has grown to size 7.
Turn 155, 900 AD: Hamburg can hurry Knight for 1⇴ with 18ℤ overflow and +1⇤ for 34 turns.
Turn 155, 900 AD: Rheims has grown to size 3.
Turn 155, 900 AD: The borders of Hangzhou are about to expand.
Turn 155, 900 AD: Your population: 288 (75.00%) exceeds the Domination Limit: 103 (27.00%)
Turn 155, 900 AD: Your Bomber has reduced the defenses of London to 10%!
Turn 155, 900 AD: Clearing a Forest has created 30 ℤ for Nanjing.
Turn 155, 900 AD: Clearing a Forest has created 30 ℤ for Shandong.
Turn 155, 900 AD: Clearing a Forest has created 30 ℤ for Paris.
Turn 155, 900 AD: Clearing a Forest has created 30 ℤ for Tianjin.
Turn 155, 900 AD: Guangzhou will grow to size 14 on the next turn.
Turn 155, 900 AD: Beijing will grow to size 15 on the next turn.
Turn 155, 900 AD: Mongolia will grow to size 10 on the next turn.
Turn 155, 900 AD: Mumbai will grow to size 8 on the next turn.
Turn 155, 900 AD: Kaifeng will grow to size 5 on the next turn.
Turn 155, 900 AD: Ningbo will grow to size 5 on the next turn.
Turn 155, 900 AD: Neapolis will grow to size 5 on the next turn.
Turn 155, 900 AD: Baoding will grow to size 4 on the next turn.
Turn 155, 900 AD: Yangzhou will grow to size 6 on the next turn.
Turn 155, 900 AD: Tsingtao will grow to size 7 on the next turn.
Turn 155, 900 AD: Hamburg will grow to size 4 on the next turn.
 
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Most worrisome is the AP VC screen showing only 50% votes when we have 100%. Anyone have an explanation?
It's confused because you can't vote yourself as the Religious Leader, we have 144/144 but it's showing as needing 216 i.e. reducing our percentage below the 70% threshold. We might need to ask for a ruling but to me we clearly have 144 votes and no one else has anyso we clearly have 100%.
 
This is the plan for the last set:

T106: Bomb London. Last units unloaded outside London. GArtist is born and moves towards spy city. DOW Caesar and move units (3 maces + 2 cho-kon-nu's) in along with 3 knights from surrounding cities 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. Whip Sankore.
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.


Provided that we can conclude we have enough points.
 
It's confused because you can't vote yourself as the Religious Leader, we have 144/144 but it's showing as needing 216 i.e. reducing our percentage below the 70% threshold. We might need to ask for a ruling but to me we clearly have 144 votes and no one else has anyso we clearly have 100%.

Can you contact the map makers and hear what they have to say?
 
Well, I see my absence [Apologies -- RL intervened unexpectedly and pervasively.] has been distressingly inconspicuous.

Great progress. I have little to contribute at this point. A siege weapon from Orleans might prove helpful.

I'm away tomorrow but will try to make some contribution this weekend.

BTW, how are the other teams doing?

Good to have you back CP. Maybe you want to do the final set?

Judging from the progress graphs we are in 3rd place. Unsurprisingly the more dedicated teams Home Slices and Phoenix are way ahead and we seem to have built a slight edge compared to US.
 
Suggestions for the remaining tasks:

London/Nottingham:
  • T106: Unload one Treb and one knight outside London from Northern fleet. Unload two knights from southern galley. Should be more than enough to take London. Unload the remaining 8 units on the icy hill 2N of northern fleet. Bomb London.
  • T107: Air strike London and capture. Move units towards Nottingham. Hopefully Churchill will capitulate but if not we have a decent shot at capturing Nottingham
  • T108: If Churchill has not capitulated air strike Nottingham and capture. In all cases use unit that cause collateral damage first i.e. start with Treb, then cho-ko-nu, then knights and maces.
Ravenna:
  • T106: DOW Caesar. This MUST be done this turn before Ravenna expands culture and pushes our units back. Move stack of maces/cho-ko-nus from NE in. Move in fresh knigths from TIanjin, Ningbo and Neapolis.
  • T107: Move Knights, trailing cho-ko-nu.
  • T108: Attempt revolt with spy and capture.
Spy City:
  • T106: Move new GArtist from Guangzhou towards Spy City. It MUST travel the absolute shortest way to get there next turn with movement left.
  • T107: Move Gartist into Guangzhou. Spread culture with all 3 GArtists. Gift city to Bismarck. Infiltrate Bismarck with GSpies in Munich and in Spy City. Move units from Yan'an to border of Spy City.
  • T108: Do culture spread mission with all spies in Spy City starting with those that have been stationary for the longest time. DOW Bismarck and capture Spy City.
Berlin:
  • T106: Move knights and HA's to staging point outside Munich (Lyons or one of the tiles NE, SE or E of Lyons).
  • T107: Upgrade HA's if we have the gold.
  • T108: If Churchill has capitulated we have bomber support and start with an air strike. Then throw everything against Munich and capture.

Tech slider to zero T106 after we have discovered Optics. Increase spy slider T107 to use up remaining gold. It may make sense to post a save before the final attack on Berlin to verify that we have enough points before we do the conquest. Versailles will probably not finish in time even with chopping but hopefully we won't need it. Sankore can be whipped T107.
 
Note, I haven't read your thread since about Feb 8.
Hi folks - we have a couple of queries:-

  1. "25 points for being AP leader, 25 points for being UN leader, 50 points for diplomatic victory votes" - does being AP Leader = being elected Resident as Religious Leader is the same as Diplomatic Victory?

  2. "The AP victory votes % can be obtained as below:
    Go to "victory conditions->member" screen, you can see how many percentage of votes you would get if a AP victory voting is proposed. You don't have to win by AP victory."

    There seems to be a bug in Buffy - we have 100% of the votes (144/144) but the victory percentage is being calculated as 50%, I assume you will use the correct figure and ignore the bug?
Thanks!

--NZ
Hello,

Thanks for PMing and CCing us both. Very sorry I haven't been following the threads.
I defer to sossos for the final answer.

However, I opened your save: You are the only AP member! You are not eligible for victory. The 50% being displayed is your election (not victory) chance. I don't really understand why it is 50%.

It seems to me your score is 25 (AP Resident) + 0 (UN President) + Diplo votes:
either 0 (because not eligible) or 25 * (mysterious) 50%/.75 = 16.6.
So, either 25 or 41.
I think it is only 25, since you aren't eligible for victory, you shouldn't score victory points. wait for sossos for final word.

Good job being so far ahead of other teams. - deckhand
 
I think I have found the answer to our question :).

The bug in the reporting of the votes is gone after the resident election. Check this screen shot from a test game I made. The members screen now reports 100% votes as it should.

If there was a requirement that we should be eligible for a victory vote it would have been stated clearly in the rules so I don't expect this interpretation to be the intention of the map maker.
 
The "bug" might be caused by not meeting voting prerequisites. In order to propose a AP victory vote, there're 3 2 prerequisites:
1. Every civ needs to have this religion, i.e.be a member of AP religion.
2. No single civ has more than 75% of all votes.
3. The total favorite votes needs to be over 75%.

Therefore, I have the same interpretation with Deckhand. If you are not eligible for a victory vote, the "votes" cannot be counted. Your point from diplomatic ministry is 25.

As to your save, what you need to do is to gift some cities with AP religion to AIs to meet the prerequisites. Nevertheless, this may lessen the points from civil/military ministry.

As long as the voting prerequisites is met, you don't need to wait till the proposition turn. Here's the explanation made on Jan 16, 2018.
No matter whether you are leader or not, you can add up the votes you WOULD have IF a victory voting is proposed. This means:
1. you don't have to be leader, owner or builder to get those points.
2. AP needs to be built to calculate AP points, UN needs to be built to calculate UN points.
3. Diplomatic victory or its proposition is not a precondition to get those points from AP/UN votes. You don't need to wait till the proposal turn or voting turn.
 
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@sossos,
Regarding
2. No single civ has more than 75% of all votes.
Is it your intent that this would block the eligibility for votes, thus 25 points maximum?
So even if all civs had the AP religion, no points could be scored for victory votes unless player has less than 75%.

:deadhorse:
 
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