LowtherCastle
Deity
- Joined
- May 18, 2005
- Messages
- 23,750
PPP T135-T145
(Largely Copied from Kaitzilla and MirrorGuard:
)
Overview
Continue spamming GPs, meet AIs, circumnavigate, trade techs for gold, prepare for DoW SB
Research
Diplomacy
T135 Compass+Aesthetics to SB for 40g+maps+HBR+Archery
T135 Cancel silver to SB
T135 cancel rice to Peter
T136 Literature to SB for Castes+maps+gold
T137-45 Music, CS, Nationalism, other techs to SB for gold
T14X Nationalism to Peter same turn as SB
T146 Something to SB for Nationhood
Accept no bribes from SB (no 10t peace)!!!
Always make gold trades first!
If Peter asks us to cancel deals with SB, discuss with the team.
Give in to any Peter demand except:
Gold demand will be discussed with team.
Everything else is a probably Yes including Paper or our map(e.g. if Tao spread and he demanded switch we'd DENY that)
Civic Switch: T135 Nationhood
Draft Muskets
T138 - Profit City, Cow City, Clam City (Clam City keeps +3 Rep
since it remains larger than Cow City)
T140 - Profit City
Workers
Heretic
T135-7 chop
T138-42 chop Canal-2s2w
T143-4 ??? wksp?
Phillip
T135-6 road
T137-9 road Clam-nw
T140-4 Cottage around Science
Joan Dark
T135-8 chop clam-3n
T139-43 wkshp clam-2n
T144 wkshp clam-2n1e
Shepherd
T135-40 chop cow-3w1n
T141-44 fort cow-3w1n
Rex
T135-8 chop Cow-4n
T139-44 fort cow-3w1n
Cowboy
T135-8 build silver mine
T139-40 road horse??
T139-42 road silver-1s
T143-4 mine Silver-2n1w
Cities
Units
Chariot 1 (born T143 in Science)
T143-5 move toward Canal fjord, board galley
Chariot 2 (borh T143 in Canal)
T143 - T144 Chariot moves to mine 2S1E of Canal City
T145 - Chariot boards Galley 4 which now has 1 MUsket + 1 Chariot
Musket 1 (born T138 in Cows)
T138 Board Galley 1
Musket 2 (born T138 in Profit)
T138-40 march 3 tiles east
T141 Board Galley 3
Musket 3 (born T138 in Clams)
T141 board Galley 4
Musket 4 (born T140 in Profit)
T140 Board Galley 3
Caravel Plan
Caravel 1 (upgraded from Trireme 1)
T137 Upgrade Trireme 1 3E1S of Canal City to a Caravel for 50
T138-9 Caravel sails southeastward
T140-3 sails 2 tiles southeast to get +1
circumnavigation bonus. Then returns to Canal (conditional) to get spy from Galley 4.
T144 (cond) If attacking PP deposit spy in PP.
Caravel 2 (born in Cows T141)
If Great Merchant born in Profit City, it will reach the mainland on T140.
It can board the Cow City Caravel produced on T141 and sail to Silver City
The Caravel can explore a few turns before coming back for Sushi exec
Galley Plan
Galley 1 (1S1E of Silver City)
T135 - T138 Sail to 2W1S of Cow City and pick up Musket
T139 - T140 Sail to 3N3E of Profit City
T141 - T144 Sail to 2S1W of Canal City and pick up Chariot from capital
T145 - Sail to 1S1E of Canal City
Galley 2 (2W of Whale City)
T135 - T141 Takes Great Merchant all the way to Vlad
T142 - Moves to 2S1E of Vlad to meet new AI, then sails home to help with Sushi
Galley 3 (5S4E of Silver City)
T135 - T139 Sail to 1N1E of Profit City. Pick up Great Person.
T140 - Pick up newly draft Musket and sail to 2N3E of Profit City. Drop off Great Person 3N4E of Profit City
T141 - Sail to 2N of marble, pick up 2nd Musket, then sail to 5S of Science City with +1
from Circumnavigation bonus
T142 - T145 Sail to 1S1E of Canal City
Galley 4 (born in Clam City T139)
T141-2 Collect spy and musket 3 and sail to Canal-2s1w
T143-4 (cond) Decide whether to deposit spy in Cahokia or PP. Move in appropriate direction. Hand off to caravel 1 for PP.
T145 (cond) I attacking PP, Sail to 2S2E of Clam City and pick up Chariot.
Trireme
T145+ Guards the southern flank of Canal City 4S1E of our territory.
Any blockade of the Sitting Bull capital would promote SB to build Galleys.
We can get more aggressive with this boat once we have the Canal City Great Person born on T147.
Spy
T141-2 move into galley 4 in Clam
T144 (cond) Unload in Poverty Point or Cahokia and immediately start building spy bonus
T147 With -30% cost from waiting, trigger City Revolt for 0.7*754 = 528
out of our total of 620
Definitely if the city has 40% defenses from popping borders at 100
due to Totem Pole being there forever.
If city is 20% defenses, reconsider using spy revolt.
War Plan: Instead of amphibious, we cause SB 1t of anarchy T146. On T143 we decide whether we want to attack PP or Cahokia, using espionage and scouting intelligence.
T146 Bribe SB into Bureau or Nationhood to cause Anarchy.
T146 DoW SB, unload units at PP-1s or Cahokia-1s.
T147 Conduct spy mission to revolt SB city. Capture city.
Every turn
Stopping points
Peter or Sitting Bull demands
, pause and discuss with team the amount.
Peter switches back to Taoism
Kait War Plan (Go / No-Go decision will occur T146)
To get 30xp for a Great General, beating up on Sitting Bull by burning down Poverty Point and then fighting Dog Soldiers and Longbows on open ground is a decently cheap way of doing it.
Trireme + Caravel vs. Galleys is also a good match up at sea for many turns.
We don't want too much war weariness, so we will just be burning down the 1 city, killing any navy, and pillaging mostly.
Silver City, Canal City, and Whale City should all have a +2
buffer due to anger wearing off in 10 turns and whale resource coming online, so WW should not be a problem.
"Fight brothers and sisters of the faith" anger only occurs in Size 13 cities I think and we don't have any of those.
-3 diplo from DOW
-2 diplo from razing city
-2 diplo from losing Open Borders
After the war is done, hopefully we can sign Open Borders with a Pleased or Cautious Sitting Bull for trade routes with 5 or 6 AI cities since all of our cities will have 4 trade routes due to Free Market.
So we will be aiming to have a Spy perform Revolt on Poverty Point (which is on a hill +25% defense) before the DOW, or if the city is only 20% defenses perhaps move the spy down to the capital?
Amphibious attack from our territory with 4 Muskets and 2 Chariots should be possible.
The defenders get a +50% defense bonus due to the sea attack.
T135 Screenshots of the World
Here are Combat I Guerilla 1 Musket Ampibious attack odds against City Garrison 2 Drill 1 Archer in Poverty Point:
Musket 9.9
Archer 3
1-2 First Strikes
+95% City Defense with promotions
+50% Hill
+50% Amphibious defense
+25% Fortify
+20% City culture borders
3*3.4 = 10.2
City has 20% defenses
9.9 vs 10.2 with 1-2 First Strikes is 27.08% chance to win
6.23% chance Archer is left with 100/100hp
12.08% chance Archer is left with 81/100hp
15.02% chance Archer is left with 62/100hp
City pops borders at 100
and has 40% defenses
9.9 vs 10.8 with 1-2 First Strikes is 24.11% chance to win
7.04% chance Archer is left with 100/100hp
13.22% chance Archer is left with 81/100hp
15.94% chance Archer is left with 62/100hp
Spy succeeds at city revolt reducing city to 0% defenses
9.9 vs 9.6 with 1-2 First Strikes is 55% chance to win
2.68% chance Archer is left with 100/100hp
6.73% chance Archer is left with 80/100hp
10.31% chance Archer is left with 60/100hp
Combat 1 Chariot 4.4
(+100% attack vs. dog soldiers) has an easier time with 4
Dog Soldier with +100% defense bonus (50amphib, 25 fortify, 25 hill)
Draft 100% complete (no promises)
(Largely Copied from Kaitzilla and MirrorGuard:


Overview
Continue spamming GPs, meet AIs, circumnavigate, trade techs for gold, prepare for DoW SB
Research
Spoiler :
Optics-GP-Const-Corp-(Eng)-Chem-SciMeth-Bio-Lib-Medicine
T135 optics
T136 bulb printing press ( partial )
T136 optics
T137 gunpowder
T138 Constitution
T139 Constitution
T140
T141
T141 - 2nd Golden Age triggered with Great Artist on Deer tile and a Great Person from Cow City or Profit City
T142
T143
T144
T135 optics
T136 bulb printing press ( partial )
T136 optics
T137 gunpowder
T138 Constitution
T139 Constitution
T140
T141
T141 - 2nd Golden Age triggered with Great Artist on Deer tile and a Great Person from Cow City or Profit City
T142
T143
T144
Diplomacy
Spoiler :
T135 Compass+Aesthetics to SB for 40g+maps+HBR+Archery
T135 Cancel silver to SB
T135 cancel rice to Peter
T136 Literature to SB for Castes+maps+gold
T137-45 Music, CS, Nationalism, other techs to SB for gold
T14X Nationalism to Peter same turn as SB
T146 Something to SB for Nationhood
Accept no bribes from SB (no 10t peace)!!!
Always make gold trades first!
If Peter asks us to cancel deals with SB, discuss with the team.
Give in to any Peter demand except:
Gold demand will be discussed with team.
Everything else is a probably Yes including Paper or our map(e.g. if Tao spread and he demanded switch we'd DENY that)
Civic Switch: T135 Nationhood
Draft Muskets
T138 - Profit City, Cow City, Clam City (Clam City keeps +3 Rep

T140 - Profit City
Workers
Spoiler :
Heretic
T135-7 chop
T138-42 chop Canal-2s2w
T143-4 ??? wksp?
Phillip
T135-6 road
T137-9 road Clam-nw
T140-4 Cottage around Science
Joan Dark
T135-8 chop clam-3n
T139-43 wkshp clam-2n
T144 wkshp clam-2n1e
Shepherd
T135-40 chop cow-3w1n
T141-44 fort cow-3w1n
Rex
T135-8 chop Cow-4n
T139-44 fort cow-3w1n
Cowboy
T135-8 build silver mine
T139-40 road horse??
T139-42 road silver-1s
T143-4 mine Silver-2n1w
Cities
Spoiler :
(Check food surplus and great person points every turn for each city)
Science
turn avoid growth OFF
T135 spy, 8 sci, 11/38-8f, 254gp, 0+7
T136 spy, 3 sci, 3/38+2f, 380gp, 7+9
T137 spy, 3 sci, 5/38+2f, 425gp, 16+9
T138 Spy, 3 sci, 7/38+2f, 470gp, 25+9
T139 spy, 3 sci, 9/38+2f, 515gp, 34+9h
T140 chariot, 3 sci, 11/38+2f, 560g, 3+9h
T141 chariot, 6 sci, 13/38-4f, 605gp, 12+9h
T142 chariot, 6 sci, 9/38-4f, 704gp, 21+9h
T143 chariot, 6 sci, 5/38-4f, 803gp, work gems or horse instead of farm
T144 chariot, 1 sci or merch?, 0/38+3f 2gp
Cows
T135 wealth, 7 merch, 7/38-5f
T136 GP spawns
T136 wealth, 1 mer, 2/38+2f
T137 wealth, 1 mer, 4/38+2f
T138 Draft musket
T138 caravel, 1 mer, 6/36+4f, 3+24+10h
T139 wealth, 1mer, 10/36+4f
T140 caravel, 1 mer, 14/36+4f, 36+18?+9h
T141 wealth, 1 mer
T142 wealth, 1 mer
T143 wealth, 1 mer
T144 wealth, 1 mer
Cows
T135 (1t)
7 mer: 49.60b+30g-5f
3 furs: 59.20b+26g-4f
Canal
T135 wealth, 13 sci, 0/44-1f, 181gp
T136 wealth, 4 sci, 0/42+5f, 324gp
T137 wealth, 4 sci, 5/42+5f, 359gp
T138 wealth, 6 sci, 10/42+1f, 394gp
T139 chariot, 6 sci, 11/42+1f, 444gp
T140 chariot, 6 sci, 12/42+1f, 494gp, 1h
T141 chariot, 8 sci, 13/42-3f, 544gp, 2h
T142 chariot, 10 sci, 10/42-10f, 635gp, 4+24+2h
T143 wealth, 12 sci, 0/42-1f, 747gp
T144 wealth, 11 sci, 0/40-1f, 880gp
Silver
T135 wb, 7 sci, 0/44+1f, 387gp, 23+2h
T136 wb, 4 sci, 1/44+5f, 460gp, 25+3h, work silver
T137 wb, 4 sci, 6/44+7f, 490gp, 28+1h, work coast
T138 wb, 4 sci, 13/44+7f, 520gp, 29+1h
T139 wealth, 5 sci, 20/44+5f, 550gp
T140 wealth, 6 sci, 25/44+3f, 587gp
T141 wealth, 9 sci, 28/44-3f, 632gp
T142 wealth, 9 sci, 25/44-3f, 726gp
T143 wealth, 9 sci, 22/44-3f, 820gp
T144 wealth, 9 sci, 19/44-3f, 914gp
————————————————
T145 wealth, 9 sci, 16/44-3f, 1008gp
T146 wealth, 10 sci, 13/44-7f, 1102gp
T147 wealth, 1 sci or merch?, 6/44+7f, 1207gp
Profit
T135 wb, 4 mer, 1/36f, 541gp, 0+12h
T136 wb, 4 mer, 1/36f, 593gp, 12+6h
T137 wb, 4 mer, 1/36f, 630gp, 18+6h
T138 Draft Musket
T138 wb, 4 mer, 1/34-1f, 667gp, 24+7h, work stone
T139 wealth, 1 mer, 0/34+6f, 704gp
T140 Draft Musket
T140 wealth, 1 mer, 6/32+6f
T141 wealth, 1 mer, 12/32+6f
T142 wealth, 1 mer, 18/32+6f
T143 wealth, 1 mer, 24/32+6f
T144 wealth, 1 mer, 30/32+6f
Whales
T135 wealth, 6 sci, 3/40-1f, 563gp
T136 wealth, 1 sci, 4/40+11f, 633
T137 wealth, 1 sci, 15/40+11f, 645
T138 wealth, 1 sci, 26/40+11f, 657
T139 wealth, 1 sci, 37/40+11f, 669
T140 wealth, 1 sci, 28/42+10f, 681
T141 wealth, 9 sci, 38/42-5f, 693
T142 wealth, 9 sci, 33/42-5f, 794
T143 wealth, 9 sci, 28/42-5f, 895
T144 wealth. 9 sci, 23/42-5f, 996
——————————————-
T145 wealth, 9 sci, 18/42-5f, 1097
T146 wealth, 9 sci, 13/42-5f, 1198
T147 wealth, 9 sci, 8/42-5f, 1299
T148 wealth, 9 sci, 3/42+9f, 1386
T149 wealth, 2 sci or merch?, 12/42f, 1402
Whales, wealth
T135(1t only)
Silver: 82.35b+5g-1f
Horse: 76.95b+7g+0f
Coast: 78.30b+2g+1f
Whales has enough food in all 3 cases
Clams
T135 wealth, 8 sci, 6/40-6f, 489gp
T136 wealth, 4 sci, 0/40+2f, 573gp
T137 galley, 4 sci, 2/40+2d, 603gp
T138 Draft Musket
T138 galley, 4 sci, 4/40+2f, 633gp, 1+49h
T139 wealth, 4 sci, 6/40+2f, 663gp
T140 wealth, 6 sci, 8/40-2f, 693gp
T141 wealth, 7 sci, 6/40-4f, 738gp
T142 wealth, 1 sci or merch?, 2/40+4f, 811gp
T143 wealth, 1 sci or merch?
T144 wealth,
Science
turn avoid growth OFF
T135 spy, 8 sci, 11/38-8f, 254gp, 0+7

T136 spy, 3 sci, 3/38+2f, 380gp, 7+9

T137 spy, 3 sci, 5/38+2f, 425gp, 16+9

T138 Spy, 3 sci, 7/38+2f, 470gp, 25+9

T139 spy, 3 sci, 9/38+2f, 515gp, 34+9h
T140 chariot, 3 sci, 11/38+2f, 560g, 3+9h
T141 chariot, 6 sci, 13/38-4f, 605gp, 12+9h
T142 chariot, 6 sci, 9/38-4f, 704gp, 21+9h
T143 chariot, 6 sci, 5/38-4f, 803gp, work gems or horse instead of farm
T144 chariot, 1 sci or merch?, 0/38+3f 2gp
Cows
T135 wealth, 7 merch, 7/38-5f
T136 GP spawns
T136 wealth, 1 mer, 2/38+2f
T137 wealth, 1 mer, 4/38+2f
T138 Draft musket
T138 caravel, 1 mer, 6/36+4f, 3+24+10h
T139 wealth, 1mer, 10/36+4f
T140 caravel, 1 mer, 14/36+4f, 36+18?+9h
T141 wealth, 1 mer
T142 wealth, 1 mer
T143 wealth, 1 mer
T144 wealth, 1 mer
Cows
T135 (1t)
7 mer: 49.60b+30g-5f
3 furs: 59.20b+26g-4f
Canal
T135 wealth, 13 sci, 0/44-1f, 181gp
T136 wealth, 4 sci, 0/42+5f, 324gp
T137 wealth, 4 sci, 5/42+5f, 359gp
T138 wealth, 6 sci, 10/42+1f, 394gp
T139 chariot, 6 sci, 11/42+1f, 444gp
T140 chariot, 6 sci, 12/42+1f, 494gp, 1h
T141 chariot, 8 sci, 13/42-3f, 544gp, 2h
T142 chariot, 10 sci, 10/42-10f, 635gp, 4+24+2h
T143 wealth, 12 sci, 0/42-1f, 747gp
T144 wealth, 11 sci, 0/40-1f, 880gp
Silver
T135 wb, 7 sci, 0/44+1f, 387gp, 23+2h
T136 wb, 4 sci, 1/44+5f, 460gp, 25+3h, work silver
T137 wb, 4 sci, 6/44+7f, 490gp, 28+1h, work coast
T138 wb, 4 sci, 13/44+7f, 520gp, 29+1h
T139 wealth, 5 sci, 20/44+5f, 550gp
T140 wealth, 6 sci, 25/44+3f, 587gp
T141 wealth, 9 sci, 28/44-3f, 632gp
T142 wealth, 9 sci, 25/44-3f, 726gp
T143 wealth, 9 sci, 22/44-3f, 820gp
T144 wealth, 9 sci, 19/44-3f, 914gp
————————————————
T145 wealth, 9 sci, 16/44-3f, 1008gp
T146 wealth, 10 sci, 13/44-7f, 1102gp
T147 wealth, 1 sci or merch?, 6/44+7f, 1207gp
Profit
T135 wb, 4 mer, 1/36f, 541gp, 0+12h
T136 wb, 4 mer, 1/36f, 593gp, 12+6h
T137 wb, 4 mer, 1/36f, 630gp, 18+6h
T138 Draft Musket
T138 wb, 4 mer, 1/34-1f, 667gp, 24+7h, work stone
T139 wealth, 1 mer, 0/34+6f, 704gp
T140 Draft Musket
T140 wealth, 1 mer, 6/32+6f
T141 wealth, 1 mer, 12/32+6f
T142 wealth, 1 mer, 18/32+6f
T143 wealth, 1 mer, 24/32+6f
T144 wealth, 1 mer, 30/32+6f
Whales
T135 wealth, 6 sci, 3/40-1f, 563gp
T136 wealth, 1 sci, 4/40+11f, 633
T137 wealth, 1 sci, 15/40+11f, 645
T138 wealth, 1 sci, 26/40+11f, 657
T139 wealth, 1 sci, 37/40+11f, 669
T140 wealth, 1 sci, 28/42+10f, 681
T141 wealth, 9 sci, 38/42-5f, 693
T142 wealth, 9 sci, 33/42-5f, 794
T143 wealth, 9 sci, 28/42-5f, 895
T144 wealth. 9 sci, 23/42-5f, 996
——————————————-
T145 wealth, 9 sci, 18/42-5f, 1097
T146 wealth, 9 sci, 13/42-5f, 1198
T147 wealth, 9 sci, 8/42-5f, 1299
T148 wealth, 9 sci, 3/42+9f, 1386
T149 wealth, 2 sci or merch?, 12/42f, 1402
Whales, wealth
T135(1t only)
Silver: 82.35b+5g-1f
Horse: 76.95b+7g+0f
Coast: 78.30b+2g+1f
Whales has enough food in all 3 cases
Clams
T135 wealth, 8 sci, 6/40-6f, 489gp
T136 wealth, 4 sci, 0/40+2f, 573gp
T137 galley, 4 sci, 2/40+2d, 603gp
T138 Draft Musket
T138 galley, 4 sci, 4/40+2f, 633gp, 1+49h
T139 wealth, 4 sci, 6/40+2f, 663gp
T140 wealth, 6 sci, 8/40-2f, 693gp
T141 wealth, 7 sci, 6/40-4f, 738gp
T142 wealth, 1 sci or merch?, 2/40+4f, 811gp
T143 wealth, 1 sci or merch?
T144 wealth,
Units
Spoiler :
Chariot 1 (born T143 in Science)
T143-5 move toward Canal fjord, board galley
Chariot 2 (borh T143 in Canal)
T143 - T144 Chariot moves to mine 2S1E of Canal City
T145 - Chariot boards Galley 4 which now has 1 MUsket + 1 Chariot
Musket 1 (born T138 in Cows)
T138 Board Galley 1
Musket 2 (born T138 in Profit)
T138-40 march 3 tiles east
T141 Board Galley 3
Musket 3 (born T138 in Clams)
T141 board Galley 4
Musket 4 (born T140 in Profit)
T140 Board Galley 3
Caravel Plan
Caravel 1 (upgraded from Trireme 1)
T137 Upgrade Trireme 1 3E1S of Canal City to a Caravel for 50

T138-9 Caravel sails southeastward
T140-3 sails 2 tiles southeast to get +1

T144 (cond) If attacking PP deposit spy in PP.
Caravel 2 (born in Cows T141)
If Great Merchant born in Profit City, it will reach the mainland on T140.
It can board the Cow City Caravel produced on T141 and sail to Silver City
The Caravel can explore a few turns before coming back for Sushi exec
Galley Plan
Galley 1 (1S1E of Silver City)
T135 - T138 Sail to 2W1S of Cow City and pick up Musket
T139 - T140 Sail to 3N3E of Profit City
T141 - T144 Sail to 2S1W of Canal City and pick up Chariot from capital
T145 - Sail to 1S1E of Canal City
Galley 2 (2W of Whale City)
T135 - T141 Takes Great Merchant all the way to Vlad
T142 - Moves to 2S1E of Vlad to meet new AI, then sails home to help with Sushi
Galley 3 (5S4E of Silver City)
T135 - T139 Sail to 1N1E of Profit City. Pick up Great Person.
T140 - Pick up newly draft Musket and sail to 2N3E of Profit City. Drop off Great Person 3N4E of Profit City
T141 - Sail to 2N of marble, pick up 2nd Musket, then sail to 5S of Science City with +1

T142 - T145 Sail to 1S1E of Canal City
Galley 4 (born in Clam City T139)
T141-2 Collect spy and musket 3 and sail to Canal-2s1w
T143-4 (cond) Decide whether to deposit spy in Cahokia or PP. Move in appropriate direction. Hand off to caravel 1 for PP.
T145 (cond) I attacking PP, Sail to 2S2E of Clam City and pick up Chariot.
Trireme
T145+ Guards the southern flank of Canal City 4S1E of our territory.
Any blockade of the Sitting Bull capital would promote SB to build Galleys.
We can get more aggressive with this boat once we have the Canal City Great Person born on T147.
Spy
T141-2 move into galley 4 in Clam
T144 (cond) Unload in Poverty Point or Cahokia and immediately start building spy bonus
T147 With -30% cost from waiting, trigger City Revolt for 0.7*754 = 528


Definitely if the city has 40% defenses from popping borders at 100

If city is 20% defenses, reconsider using spy revolt.

War Plan: Instead of amphibious, we cause SB 1t of anarchy T146. On T143 we decide whether we want to attack PP or Cahokia, using espionage and scouting intelligence.
T146 Bribe SB into Bureau or Nationhood to cause Anarchy.
T146 DoW SB, unload units at PP-1s or Cahokia-1s.
T147 Conduct spy mission to revolt SB city. Capture city.
Every turn
Spoiler :
Check if Confu/Tao spread somewhere
Check for fist
pause and Save at the end of each turn
EP spending on Peter just enough to keep eyes on research
*watch that SB doesn't have a galley north of Canal. We need to know if we need to defend that direction.
*check the number of hammers in what Moscow is building(harbor)
Check for fist
pause and Save at the end of each turn
EP spending on Peter just enough to keep eyes on research
*watch that SB doesn't have a galley north of Canal. We need to know if we need to defend that direction.
*check the number of hammers in what Moscow is building(harbor)
Stopping points
Peter or Sitting Bull demands

Peter switches back to Taoism
Kait War Plan (Go / No-Go decision will occur T146)
Spoiler War strategy :
To get 30xp for a Great General, beating up on Sitting Bull by burning down Poverty Point and then fighting Dog Soldiers and Longbows on open ground is a decently cheap way of doing it.
Trireme + Caravel vs. Galleys is also a good match up at sea for many turns.
We don't want too much war weariness, so we will just be burning down the 1 city, killing any navy, and pillaging mostly.
Silver City, Canal City, and Whale City should all have a +2

"Fight brothers and sisters of the faith" anger only occurs in Size 13 cities I think and we don't have any of those.
-3 diplo from DOW
-2 diplo from razing city
-2 diplo from losing Open Borders
After the war is done, hopefully we can sign Open Borders with a Pleased or Cautious Sitting Bull for trade routes with 5 or 6 AI cities since all of our cities will have 4 trade routes due to Free Market.
So we will be aiming to have a Spy perform Revolt on Poverty Point (which is on a hill +25% defense) before the DOW, or if the city is only 20% defenses perhaps move the spy down to the capital?
Amphibious attack from our territory with 4 Muskets and 2 Chariots should be possible.
The defenders get a +50% defense bonus due to the sea attack.
T135 Screenshots of the World
Spoiler “Combat Odds” :
Here are Combat I Guerilla 1 Musket Ampibious attack odds against City Garrison 2 Drill 1 Archer in Poverty Point:
Musket 9.9

Archer 3

+95% City Defense with promotions
+50% Hill
+50% Amphibious defense
+25% Fortify
+20% City culture borders
3*3.4 = 10.2

City has 20% defenses
9.9 vs 10.2 with 1-2 First Strikes is 27.08% chance to win
6.23% chance Archer is left with 100/100hp
12.08% chance Archer is left with 81/100hp
15.02% chance Archer is left with 62/100hp
City pops borders at 100

9.9 vs 10.8 with 1-2 First Strikes is 24.11% chance to win
7.04% chance Archer is left with 100/100hp
13.22% chance Archer is left with 81/100hp
15.94% chance Archer is left with 62/100hp
Spy succeeds at city revolt reducing city to 0% defenses

9.9 vs 9.6 with 1-2 First Strikes is 55% chance to win
2.68% chance Archer is left with 100/100hp
6.73% chance Archer is left with 80/100hp
10.31% chance Archer is left with 60/100hp
Combat 1 Chariot 4.4


Draft 100% complete (no promises)
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