In my ripping off of Shakespeare I neglected to give a precise description of the positions of the enemy forces:
![Click to resize (Javascript)](http://i.imgur.com/9kyrQrI.jpg)
The 5 knights and a catapult move to the hill 1SE of Plako's main stack Turn 144.
Turn 144:
"We are going to make America Babylon America Babylon great again. You know, we don't win anymore. Babylon used to have the #1 GDP in the world. Now, who's winning? The Dutch are winning. The Russians are winning. The Chinese, well, the Chinese were doing pretty good for a while. Going through a bit of a rough patch.
The Germans are taking over. When they send their people over, they're not sending their best. They're sending rapists, murderers, knights. Some of them, I assume, are good people. Probably not though.
What are we going to do? We are going to Build. A. Wall."
![Click to resize (Javascript)](http://i.imgur.com/vBIRnVs.jpg)
![Click to resize (Javascript)](http://i.imgur.com/i7Ti1is.jpg)
That's pretty much all that happened this turn. Whipped a wall and a couple more longbowmen.
The reason the wall wasn't whipped in advance of the German arrival at the city is due to a bad assumption I made. My plan was to let Plako bombard down the cultural defenses of Babylon, then whip the walls and have the defensive bonus shoot back up to 50% and force him to spend some more turns bombarding. That would give me time to whip out at least one more unit before he attacked and to get more fortify bonus on the units with incomplete fortify bonuses.
Turn 145:
![Click to resize (Javascript)](http://i.imgur.com/vZTzrfR.jpg)
I log in to this, to find that the first round of the Battle of Babylon had commenced a turn earlier than I had anticipated. Apparently, since I let the cultural bonuses get bombarded down, the walls I just built aren't worth jack shit right now. Plako sent his stack in. I got a little less fortify bonus than I would have otherwise, but his Knights on the southwest hill had to cross the river to participate in the attack.
![Click to resize (Javascript)](http://i.imgur.com/c0BwatX.jpg)
Total death toll:
Babylonian:
2 catapults
1 horse archer
9 longbowmen
3 spearmen
2 crossbowmen
German:
7 catapults
4 knights
5 horse archers
2 crossbowmen
1 axeman
1 swordsman
I got a Great General, and I'm not sure exactly what to do with him. I'm definitely attaching him to units, of course. However, a lot of my units have experience from the battle that they can't spend before the end of the turn, and can't be spent before Plako attacks again without double moving.
![Click to resize (Javascript)](http://i.imgur.com/6BDpIe4.jpg)
On the other hand, units which get experience from a GG are able to spend that immediately. If I for example, move my 3 longbows (which have 9, 5 and 5 XP) and 1 crossbow (which has 5 XP), all of which are City Garrison I and began the turn with 3 XP, and attach the GG to one of them, thus giving them all 5 more XP, will the bows which all have 10 XP or more able to upgrade once, twice, or not at all before the end of the turn? Do I only get the promotion for hitting 10 XP this turn from GG XP and the promotion for getting 5 XP from battle XP next turn, or both immediately once I cross 10 XP with GG experience, or neither until next turn?
![Click to resize (Javascript)](http://i.imgur.com/vGlc5Oy.jpg)
In other news: half dead Horse Archer reaches the Netherlands, who, as I mentioned earlier, is winning:
![Click to resize (Javascript)](http://i.imgur.com/xITcNdR.jpg)
Tao seems to have bounced back much bettter than CH after their initial clash. They've made peace, letting Tao focus on getting as far ahead as possible:
![Click to resize (Javascript)](http://i.imgur.com/H1I6kdP.jpg)
The number 1 guy just got the Taj golden age. Let's look at how demos shifted from last turn:
![Click to resize (Javascript)](http://i.imgur.com/jLrcnag.jpg)
![Click to resize (Javascript)](http://i.imgur.com/Db4V93w.jpg)
![Click to resize (Javascript)](http://i.imgur.com/9kyrQrI.jpg)
The 5 knights and a catapult move to the hill 1SE of Plako's main stack Turn 144.
Turn 144:
"We are going to make America Babylon America Babylon great again. You know, we don't win anymore. Babylon used to have the #1 GDP in the world. Now, who's winning? The Dutch are winning. The Russians are winning. The Chinese, well, the Chinese were doing pretty good for a while. Going through a bit of a rough patch.
The Germans are taking over. When they send their people over, they're not sending their best. They're sending rapists, murderers, knights. Some of them, I assume, are good people. Probably not though.
What are we going to do? We are going to Build. A. Wall."
![Click to resize (Javascript)](http://i.imgur.com/vBIRnVs.jpg)
![Click to resize (Javascript)](http://i.imgur.com/i7Ti1is.jpg)
That's pretty much all that happened this turn. Whipped a wall and a couple more longbowmen.
The reason the wall wasn't whipped in advance of the German arrival at the city is due to a bad assumption I made. My plan was to let Plako bombard down the cultural defenses of Babylon, then whip the walls and have the defensive bonus shoot back up to 50% and force him to spend some more turns bombarding. That would give me time to whip out at least one more unit before he attacked and to get more fortify bonus on the units with incomplete fortify bonuses.
Turn 145:
![Click to resize (Javascript)](http://i.imgur.com/vZTzrfR.jpg)
I log in to this, to find that the first round of the Battle of Babylon had commenced a turn earlier than I had anticipated. Apparently, since I let the cultural bonuses get bombarded down, the walls I just built aren't worth jack shit right now. Plako sent his stack in. I got a little less fortify bonus than I would have otherwise, but his Knights on the southwest hill had to cross the river to participate in the attack.
![Click to resize (Javascript)](http://i.imgur.com/c0BwatX.jpg)
Total death toll:
Babylonian:
2 catapults
1 horse archer
9 longbowmen
3 spearmen
2 crossbowmen
German:
7 catapults
4 knights
5 horse archers
2 crossbowmen
1 axeman
1 swordsman
I got a Great General, and I'm not sure exactly what to do with him. I'm definitely attaching him to units, of course. However, a lot of my units have experience from the battle that they can't spend before the end of the turn, and can't be spent before Plako attacks again without double moving.
![Click to resize (Javascript)](http://i.imgur.com/6BDpIe4.jpg)
On the other hand, units which get experience from a GG are able to spend that immediately. If I for example, move my 3 longbows (which have 9, 5 and 5 XP) and 1 crossbow (which has 5 XP), all of which are City Garrison I and began the turn with 3 XP, and attach the GG to one of them, thus giving them all 5 more XP, will the bows which all have 10 XP or more able to upgrade once, twice, or not at all before the end of the turn? Do I only get the promotion for hitting 10 XP this turn from GG XP and the promotion for getting 5 XP from battle XP next turn, or both immediately once I cross 10 XP with GG experience, or neither until next turn?
![Click to resize (Javascript)](http://i.imgur.com/vGlc5Oy.jpg)
In other news: half dead Horse Archer reaches the Netherlands, who, as I mentioned earlier, is winning:
![Click to resize (Javascript)](http://i.imgur.com/xITcNdR.jpg)
Tao seems to have bounced back much bettter than CH after their initial clash. They've made peace, letting Tao focus on getting as far ahead as possible:
![Click to resize (Javascript)](http://i.imgur.com/H1I6kdP.jpg)
The number 1 guy just got the Taj golden age. Let's look at how demos shifted from last turn:
![Click to resize (Javascript)](http://i.imgur.com/jLrcnag.jpg)
![Click to resize (Javascript)](http://i.imgur.com/Db4V93w.jpg)