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C-evo test Book 31/3rd 100 turns

< C-evo test Book 31

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201. 1752Edit

Two-year intervals now.

Edo [4]; max prodn: 0+5+0.

202. 1754Edit

Ship finds Nottingham [8].
C-evo1754

Capua short-term switch to complete Cathedral precisely: 0+9+(6-2=2+2)

205. 1760Edit

Persians gone. Population was away above us and friends until halved about 4ooAD; military power was generally better than ours till very recently; tech was similar to Egyptians'

Capua Cathedral; starts Great Wall: 1+8+(7-3=2+2).

Cash 59+2, research 13.

206. 1762Edit

Roma has a swamp converted to forest; briefly max growth: 3+4+(7+6).

Japs have new cavalry 60/20/2.5. Hardened cavalry 90 versus green musketeers 72: no contest. So we stop building 2nd musketeer, selling work, and switch to Trade goods to sit out the destruction or get the Great Wall in place: 0+5+0

Ostia brief switch: 2+6+(13-4=4+5)

Tax down to 40%: cash 101+4, research 17

207. 1764Edit

Roma Aqueduct, start cathedral: 1 profit, 6 prodn, (5+7)

Ostia ditto: 0+8+(12-4=3+5)

Rehoming lets Capua produce 9, so Gt Wall is only 43 turns away.

208. 1766Edit

Ballistics > Science. Talk to Americans, get Tactics for Ballistics. Metallurgy doesn't interest them. Egy talk: we get Railroad for Ballistics.

Cash 109+2, research 16

211. 1772Edit

Tarquinia briefly max prodn: 1+3+0.

212. 1774Edit

Paestum [5]: 1+3+(6-2=2+2).

Tarquinia Town Hall, start Temple: 3+2+(4-1=1+2).

Cash 117+2, research 18.

213. 1776Edit

Paestum temple, start cathedral: 4+3+(8-3=2+3).

Capua [7]: 0+11+(8-3=2+3); so GW 30 turns away.

Cah 121+1, research 20.

Industrial AgeEdit

214. 1778Edit

Science > Tactics

Tarquinia [4], hurry production: 2+4+(6-2=2+2).

Science gives Capua extra trade but it's corrupted: 0+11+(9-4=2+3), Ostia extra resource: 0+9+(12-3=4+5).

Cash 123+2, research 20. Tax 30%: cash 123-1, research 23.

217. 1784Edit

Empty British longboats visit Capua.

Tarquinia switches: 3+3+(6-2=1+3).

218. 1786Edit

Tactics > Military Research to improve on our 39/26.

Ostia switch: 1 profit, 8 prodn, 12-4=2+6.

219. 1788Edit

Ostia Cathedral, start Mil Acad, max growth: 5+4+(14-5=3+6).

Cash 119-1, research 23.

221. 1792Edit

Ostia lost a man, only just, when I had calculated that he would just survive; recalculation shows that I shouldn't have. [7] (35/40) 5+2+12-4=2+6).

Roma switch: -1+8+(3+7)

222. 1794Edit

Egy talk: we get Steel for Tactics.

Ostia [8]: 5+4+(14-5=3+6).

223. 1796Edit

Riflemen 63/42/1.5, cost 50.

Roma Cathedral, start Riflemen: 1 profit, 6, (4+8)

Paestum (hosting British visit) [6], hurry prodn: 3+5+(10-3=2+5)

Cash 111-2, research 25.

225. 1800Edit

Lost settler - Phoen horses exploring further north. Integrated two Town Guards.

Tarquinia temple: 4+2+(6-2=1+3).

Cash 107-4, research 25.

226. 1802Edit

Ostia [9]: 5+6+(16-5=3+8).

Cash 104-4, research 27.

227. 1804Edit

Steel > Military for the ultimate Overweight with 3 armor modules

Roma first unrestricted Riflemen: 2+7+(4+8).

Find Trondheim - British.

228. 1806Edit

Tarquinia [5] and switch to barracks: 5+2+(8-3=2+3).

Cash 102-3, research 27.

230. 1810Edit

Ostia [10], max prodn: 0+12+(15-5=3+7).

232. 1814Edit

New Riflemen, seeming to run but Overweight: 42/84/1.5, cost 60. Research Code of Laws.

Roma [9]: 3+7+(4+10).

233. 1816Edit

Roma old Rifl.

234. 1818Edit

Ostia Military Academy, start new Rifleman (one every 5 turns).

235. 1820Edit

Code of Laws > Railroad.

236. 1822Edit

Lost an old Rifleman on a forest to a possibly slightly unhealthy vet dragoon: recalculate: Rifleman 42, hardened +21, Forest +21, total 84; Dragoon 48, vet 84, and 100% if he had fully recovered: they should both have gone. Such is life.

Paestum [7] without cathedral: 1+5+(10-3=2+5).

Tarquinia [6]: 2+6+(10-4=2+4).

237. 1824Edit

Roma old Rifl, Ostia new Rifl.

Paestum Cathedral, start new Rifl: 4+5+(12-4=2+6).

Cash 111-7, research 30.

238. 1826Edit

Roma [10]: 2+9+(4+10).

239. 1828Edit

Railroad > Currency

240. 1830Edit

Tarquinia barracks, start new Rifl: 0+8+(8-3=2+3).

243. 1836Edit

Currency > Poetry

Capua builds Great Wall, starts new Rifleman.

Edo starts Barracks.

Tax 70%: cash 68+1, research 11.

British have a Galleon: 0/48/3.5, carry 4, cost 60.

246. 1842Edit

Mongols gone. Big declines starting about 1200AD and very recently; military power mostly away below ours; tech a bit above ours.

247. 1844Edit

Roma [8] plus settlers, start marketplace: 3+5+(9+4).

Paestum [8] and new Rifl, starts aqueduct: 4+6+(14-5=6+3).

248. 1846Edit

Roma [9]: 2+7+(10+4).

Tarquinia new Rifl, start marketplace: 1+7+(10-4=4+2).

250. 1850Edit

Annual increments from now on.

251. 1851Edit

Edo barracks, starts new Rifleman.

Find Moskva: British; red territory nearby.

253. 1853Edit

Poetry > Monarchy

Neapolis, new west coast city: 1+1+0.

256. 1856Edit

Roma marketplace, start harbor: 2+7+(15+4).

Tarquinia marketplace, start cathedral: 1+7+(10-4=6+2).

Cash 73+4, research 12.

257. 1857Edit

Russians gone (as we expected: from 2000 to 500 AD they were among top population, then had drops and slow climbs till serious trouble about 1810; military similar to Persians', probably needing more attention from about 1100 AD, and the 1790 peak was too late; their tech was good early but only just above ours at the end.

Pompeii new city on eastern portage: 1+1+0.

258. 1858Edit

Roma [10]: 2+9+(15+4).

Jap dragoon 33/11 near Neapolis. Ha!

Paestum was on max growth but wasn't actually trying to do that or even max research; adjusted: 3+7+(14-5=6+3).

Capua switch: 0+9+(10-4=4+2).

Cash 82+4, research 13.

259. 1859Edit

Paestum aqueduct, start courthouse: 0+10+(11-4=5+2).

Cash 86+2, research 13.

Capua tweaks again: 0+7+(11-5=4+2)

260. 1860Edit

Paestum [9]: 4+7+(16-6=7+3).

Capua Harbour, start aqueduct: 3+5+(11-5=4+2).

Program is not very clever when we use "Go". Overweight units can get sent in an impossible direction instead of a route they can use, then when they reach a blind alley we get told "This unit can only mlove along roads and railroeads." - which is wrong too, because they can move on rivers just as well as on roads.

Cash 90+3, research 14.

261. 1861Edit

Roma tweak: 2+7+(16+5).

263. 1863Edit

Monarchy > Steam Engine

Edo new Rifleman, start temple: 2+4+0.

Roma tweak: 2+5+(18+5).

Cash 102+6, research 15.

264. 1864Edit

Roma Harbor, start settlers: 2+9+(15+4).

Rifleman finds Osaka and may explore more.

Talk to Egy, get Banking for Metallurgy.

267. 1867Edit

Roma [11] with morale for 10: 0+9+(15+4).

Capua [8]: 2+7+(13-6=5+2).

269. 1869Edit

Roma [8] settlers, start theater: 4+3+(16+5).

270. 1870Edit

Paestum [10] and courthouse, start marketplace: 0+12+(15-2=9+4).

Cash 165+5, research 16.

271. 1871Edit

Tarquinia cathedral, start aqueduct: 6+2+(10-4=6+2).

272. 1872Edit

Steam Engine > Naval design

273. 1873Edit

Edo temple, start old rifleman.

Tarquinia [7]: 6+3+(12-5:7+2)

274. 1874Edit

Roma [10]: 1+9+(15+4).

Capua aqueduct, start coastal fortress: 3+5+(13-6=5+2).

275. 1875Edit

Paestum marketplace, start theater: 4+8+(18-3:16+4).

Edo [5]: 2+6+0.

276. 1876Edit

British ship sinks our ship.

Capua [9]: 3+5+(15-7=6+2).

Cut tax to 60%: cash 209+1, research 22.

277. 1877Edit

Neapolis Town Hall, start granary: 1+2+(1+1).

279. 1879Edit

Cruiser: 180/36/4.5, cost 224, Arty, carry 2. Research Banking.

Roma Theater, start Longboats for eastern reconnaissance.

Tarquinia [8]: 4+6+(14-6:7+3).

281. 1881Edit

Someone has destroyed Kyoto.

283. 1883Edit

Paestum theater, start granary.

Capua [10]: 3+5+(17-8=5+4).

284. 1884Edit

Japs are not as weak as one might hope.

Roma [11]: 4+3+(18+8).


285. 1885Edit

Banking > Industrialization

Paestum [11], switches to Harbor: 3+10+(19-3:15+6).

286. 1886Edit

British empty galleon visits Capua.

Roma longboats, start coastal fortress.

289. 1889Edit

Roma [12]: 1 profit, 9 prodn, (16+7)

Capua [11] with morale for 10: 1 profit, 5 prodn, (17-8=5+4).

Edo [6]: 3+7+0.

Tarquinia aqueduct, start courthouse: 6+4+(14-6:7+3).

Cash 279+4, research 25.

290. 1890Edit

Capua Coastal Fortress, start theater: 0+7+(17-8=5+4).

Tarquinia [9]: 5+6+(16-6:9+4).

291. 1891Edit

Paestum Harbor, start bank: 0+13+(17-3:12+6).

Cash 289+0, research 26.

293. 1893Edit

Edo new rifl, start old rifl. Japs have new stronger unit (elite) 93/62/2.5, cost 80.

Neapolis [3]: 2+3+(3-1=1+1).

294. 1894Edit

Pompeii Town Hall, start granary: 1+2+(1+1).

295. 1895Edit

Industrialization > Environmentalism

297. 1897Edit

Roma Coastal Fortress, start factory.

Tarquinia [10], sells unfinished work and starts factory: 2+10+(16-6:9+4).

Pompeii [3]: 1+3+(3-1=1+1).

Cash 342+0, research 27.

298. 1898Edit

Ostia stops military, starts factory.

Capua theater, starts factory: 3+5+(19-9=6+4).

300. 1900Edit

Find Sparta [12] (Phoenician) with 48/32 defense. Our ships see no way to reach it.

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