SGOTM 11 - Fifth Element

Which set of saves should I be looking at? Or did you just not attach them to this message yet?

No, actually I just cut and pasted that bit without changing it.

To be honest, I was a bit tired and mucked a few things up, which didn't have any significant flow-on effects but which meant the save I had from this play through isn't particularly any more true to the moves than the one attached to the previous PPP.

It's all very divergent anyway, in this particular run Dehli discovered silver in one of the hills, and Maya cancelled the 4gpt fish only to give me a 10gpt sugar trade instead. So the commerce is all out of whack, and Dehli's hammers are slightly wrong (as you lose a hammer for silver) even if I'd done nothing wrong at all.
 
No, actually I just cut and pasted that bit without changing it.
Okay, no worries, I'll just go by what you wrote then.


Cancelled Gold Per Turn Trade Deals
Maya cancelled the 4gpt fish only to give me a 10gpt sugar trade instead. So the commerce is all out of whack, and Dehli's hammers are slightly wrong (as you lose a hammer for silver) even if I'd done nothing wrong at all.
My advice for your turnset is just to add Sugar to such a deal, and I still think that you should go with this plan.

For your own games, should you encounter such a situation in the future where the AI is actually offering MORE Gold (it's rare but it can happen), then I'd suggest that you take whatever you can get for the Fish (2 GPT usually) by not removing the Fish from the table, then get the remainder from the Sugar. Since you don't need the Fish anyway, this approach works out in the long run.

But, since I saw finicky behaviour with the F4 -> RESOURCES checking approach, let's just add Sugar to the deal if such a thing happens and be content that it worked (the beauty is that all 5 AIs that we know want our Sugars, so this advice applies to any of them that try to cancel our much-needed GPT deals).
 
AI Demands for Gold
If an AI demands a quantity of Gold of 200 Gold or less, give into the demand since it shouldn't increase Traded with our Worst Enemy negative Diplo modifiers by TOO much. However, if there is some diplo room above Friendly with Zara, it may make sense to ignore such a demand from Zara so that we don’t tick off Tokugawa too much.
While true about not ticking Toku off too much, we're planning to trade Civil Service to Zara for Machinery, so a 200 or less Gold Demand is just another splash in the bucket of "Toku disliking our Zara-trading," so, during your turnset, where we're going to anger Toku by trading with Zara ANYWAY, I'd just give into said Gold Demand from Zara, too.


AI War Declarations
I don't remember if we discussed this point yet, but let's assume that one of Justinian or Toku has declared war on Zara.

Chances are that before the Apostolic Palace resolution can kick in (Zara would have to lose a City to Justinian before we'd get the vote and for Toku we'd just have to wait until the next vote came up), one or both sides will ask us to join their war.

So, it is my suggestion to ask for a PLEASED OR FRIENDLY AI for a 5 Gold "Could you spare this for a good friend?" donation. Toku, being Cautious towards us, cannot be asked for this Gold, but Zara should be asked no matter who attacks him. Justinian can be asked, since he's Pleased with us.

As a "double check," if the text doesn't say "Could you spare this for a good friend?," then you shouldn't ask, as it becomes a relationship-altering Demand. Yes, the AIs appear to be immune to this negative Diplo penalty, probably even towards each other (which would be a software bug--unless their AI is just not programmed to make Demands from each other in which case it is an AI limitation), but we are not immune to it and we cannot risk incurring such a permanent negative Diplo modifier for Demanding Tribute ("We demand that you give this to us in tribute.").


As a backup option in case one of Zara or Justinian has ZERO Gold to offer, then politely ask for their World Map, but only if you are asking from "a good friend" (i.e. Toku will almost surely not be someone that you can ask).


If the request is accepted, great: we can't be requested to attack the AI that gave us the 5 Gold by the other participant in the war.

We unfortunately, given the current Diplo situation, can't ask Toku for 5 Gold, so Zara might just ask us to attack Toku. If Zara asks us to join a war, we should refuse to join said war on Zara's side.

If we are asked to join the war against Zara, then we really need to analyze the situation before you answer, so the team should be consulted. The answer could greatly impact our Diplo game, depending upon who is asking (Toku gets doubly-angered if we refuse him, which might cost us his vote in the end) versus who likes Zara at Pleased or above (those AIs would get angered at us and might not vote for us in the end) versus if we have enough military units in our border Cities compared to Zara's army to be able to survive a frontal assault from Zara (if we lost a border City, only to have Zara capitulate on the next turn, it could become a very painful situation on our part).


Basically, if we are successful in begging from a Pleased or Friendly AI, we will reduce the number of potential negative Diplo modifiers that can occur before an Apostolic Palace vote appears.

IF BEGGING FAILS, DO NOT ASK AGAIN. You are guaranteed to "fail" at begging if you ask twice within a 10 turn period and your odds of future successful begging will go down each time that you ask, even if you ask during the 10-turn "automatic refusal" time period.

So, just like Demanding multiple times in a row the same demand from a Cautious, Annoyed, or Furious AI will continue to rack up a -1 Diplo modifier each time that you click (up to a max of -10), Begging for help from a Pleased or Friendly AI multiple times will adversely affect us, although the results will not be apparent immediately, as the variable that gets affected is not displayed in the interface.


Finally, if an AI, such as Toku, attacks us, then we can try begging 5 Gold from Justianian (as long as he is still Pleased or above) and 5 Gold from Zara (again, as long as he is still Pleased or above) just to reduce the chances of getting double-teamed while we wait for the Apostolic Palace vote to come up and end the war.
 
RE: The Granary
Yep that's what I thought. If I had all the time in the world I'd test it just on principle but happy to believe it works the way you say.
Well, I ran the test just to prove it to myself.
We actually gain 2 Food (and the 2 Commerce from working the Fish square for 1 more turn) by continuing to work the Fish. Call it "Dhoom's Believe it or Not." :D


PPP Process Comments
I did at least re-read all of the posts on the last page with the PPP open for editting in another tab this time, hopefully I won't have missed much.
Okay, thank you! It's hard to ask for much more than that!

If I disagree with something I'll reply and give reasons, but if I'm just generally not completely convinced it's harder.
Well for the future, say, if you aren't sure about a comment that I make about someone else's PPP, it never hurts to ask if you aren't convinced. Chances are that I have more reasons but might have missed relaying the argument that will convince you, due to trying not to write too many novellas if they weren't necessary.

I don't mean to just ignore anything though.
And I'm sorry if I came off the wrong way with my comment. I'd rather have most of my advice "not get used" (that's probably how I should have phrased it, instead of using the word "ignored") if the person that chooses not to use it has thought the issue through and has better reasons for doing something differently.


Island Hopping and Highway "Borrowing"
What had me confused is that it's on an island (from memory anyway, and in your updated test game also), so we need a galley again at some point. The trick of walking the troops while moving an empty galley to ferry them again later was new to me. Not that it's that complicated, just an unusual situation.
It is an island in the real game. Well, at least if it isn't an island, then it's got some super-crazy long connection along the Antarctic Pole that we can't get to from any route that we've currently uncovered, so we'll treat it as though it is an island, since we can reach it by Galley if we consider it to be an island.

I've actually used this island-hopping technique several times in Archipelgo-type maps, so I guess it's whatever you're used to playing.

While we COULD turn Galley 1 around and use him to ferry the first round of troops directly, the dangers with doing so are:
a) If we get intercepted along the way, we will not only lose our Galley 1, but also the 2 units aboard
AND
b) By not sending Galley 1 west NOW, but instead turning him around and then sending him west with the first load of troops, we won't know until a long time in the future if Galley 1 will get sunk along the way by a wayward Barb Galley that is deep in AI territory and thus we won't know until "too late" whether or not Galley 1 will need replacing. If we send Galley 1 to the west now and he doesn't make it safely, we'll know to fit in another Galley into the Military Civic unit-rushing period. In fact, we'd even send Galley 3 west (in the scenario of Galley 1 dying along the way there), using a newly-built Galley 4 to shuttle our troops over to Basra.
AND
c) Most importantly, forming a beachhead with just 2 units (the max number of units that we could fit in Galley 1) is just asking for trouble. Chances are that we would just lose those two units before backup could arrive.
 
Here are some major events where you should probably pause play to consult with the team on how to proceed:
1. War is declared by anyone on anyone
2. Mehmed meets us (say, he manages to build a Caravel or slips a boat past Isabella)
3. Toku asks us to cancel deals with Zara


In terms of steps that you should take to reduce the chances of situation 3 coming to pass, you should cancel the Wheat deal with Zara on T219 and again on T229, renegotiating it immediately for whatever he'll give to us.

Also, 10 turns after the Open Borders with Confucian Members Apostolic Palace Resolution passes (we should have enough votes ourselves for it to automatically pass, unless someone Defies it), please Cancel the Open Borders deal with Zara.
 
PPP Suggestions
Hopefully the last version.
I'll try and give direct suggestions, i.e. turn by turn suggested additions and deletions for the Worker actions, so that it should be easy for you to edit this version of the PPP, instead of making you write a new one.

These suggetsions are all pretty minor stuff at this point, since you've done a fantastic job of optimizing your turnset! :goodjob: :king:


Risaia: Settler, Confucian Missionary (whipped), Confucian Temple (whipped), Confucian monastery (whipped), Longbow (whipped), Catapult (whipped), library.
Instead of the Library, I'd put a Forge at the end of the build queue, for the reasons that I previously mentioned (extra happiness, whipping efficiency, and not much commerce for the Library to multiply in a whipping City). Do you have a better reason to build the Library first?


Ivory Towers: Granary (whipped), workboat (whipped), Trireme
I'm guessing that the Trireme is to defend our Seafood around Ivory Towers and to potentially sink any Galleys that try to attack Ivory Towers, should a war erupt? Sounds like a reasonable choice, carry on...


Worker 8
210: Worker8 3SW.
211: Worker 8 SW farm (where worker 1 was).
Can we instead do:
210: Worker 8 SW + SW onto the Grassland 1E of Bedrock and Workshop/Stop
211: Worker 8 SW + SW onto the Grassland SW + S of Bedrock and Farm (where worker 1 was--no change).


Worker 5
210: Worker 5 head to grass between wheaties and Mystic for farming.
211: Worker5 farm grasslands near wheaties for irrigation.
Can we consider instead doing:
210: Worker 5 move 1NW PRiv For (E + E + E of Delhi and W + W + W + W of Riverdale) and Chop/Stop
211: Worker 5 move to the GH (NE + NE + N of Delhi and SW of the PCow) and Mine/Stop
212: Worker 5 move to the Plains 1SW of Wheaties (1N of the PCow) and Farm

The Plains 1SW of Wheaties can eventually be used by Wheaties, but the Grassland square that I am assuming that you want to Farm, since it is the only nearby Grassland square that can be Farmed--SW + SW of Wheaties--won't be used by anyone's fat cross. Yet, either of these squares can be used to chain Irrigation to Mystic.

Also, the Farm on the Plains 1SW of Wheaties was already started, so you'd be ahead by 1 turn overall (1 extra turn spent on the way there, but 2 saved by Farming the Plains instead of the Grassland square).

Finally, if you put a Farm on the Grassland SW + SW of Wheaties, it will have no chance of Forest regrowth from the GFor 1W of it (SE + S + S of Mystic) that we are planning on saving.


Of course, the downside by saving you a turn is that it throws off all of your other turn timing, hehe. So, the following:
216: Worker5 1N farm.
221: Worker5 WSW, ready to chop for Mystic (ok ok he can pchop on the way).
222: Worker 5 chop for Mystic.
224: Worker5 finishes chop for Mystic granary.
225: Worker5 chop another forest for Mystic.
227: Worker5 finishes chop.
would become:
215: Worker 5 1W Grassland (SW + W of Wheaties, NW of the PCow) and farm.
220: Worker 5 1W GFor (SE + S of Mystic and NW + W of PCow) and Chop/Stop
221: Worker 5 chop for Mystic (PFor S + S + S of Mystic).
223: Worker 5 finishes chop for Mystic granary.
224: Worker 5 chop another forest for Mystic (I am guessing move NW to the GFor E + E + E of Bedrock and SW + S of Mystic?) and Chop.
226: Worker 5 finishes chop.


Goldfish reminder
212: Whip granary in goldfish, and work gold for a turn.
Just a reminder to take out the "and work gold for a turn" bit.


Worker 1
211: Worker1 2SW farm (between crabs and GPF).
213: Worker1 2SW farm.
I believe that the 213 action is something that didn't get deleted when you changed what Worker 1 does on T211, am I right?

216: Worker 1 ESE and roads cow for 1 turn.
219: Worker1 SSE farm
224: Worker1 W farm.
I kind of got lost what happened after 216, but it sounds like you're still Farming around Grt Person Farm, so that's good.
Of the Grassland squares around Grt Person Farm that need Farming, I'd leave the one that is E + E of Grt Person Farm (SE of the PCow) until last, since it has a chance of having a Forest grow on it.
My guess is that you are doing exactly what I said (about which Grassland square to Farm last) but that the turns just need to be updated, due to having changed what Worker 1 did on T211.

Note that I don't really care that much how precisely you update things, as long as you know exactly what you'll be doing, but if there is even a small chance that while you're playing, you'll get lost in your notes, then it can be easy to miss other important turn-by-turn actions if you have to search through several turns' worth of actions just to figure out what still needs to be done on the current turn.

So, my guess is that it should read:
216: Worker 1 ESE and roads cow for 1 turn.
217: Worker1 SSE (SE + E of Grt Person Farm) and farm.
222: Worker1 W (SE of Grt Person Farm) and farm.


Worker 6
217: Worker 6 WSW farm.
222: Worker 6 S farm.
227: Worker6 NNW farm.
It would be preferred if you reversed those first two actions, just to squeeze out a tiny bit more chance of Forest regrowth:
217: Worker 6 SW + SW Grassland (1E of Crabs) and farm.
222: Worker 6 N Grassland (NE of Crabs) and farm.
227: Worker6 NW Grassland (N + N of Crabs) and farm.


Poor attempt at humour
220: Buddhism in Silverdale (failed again in test game).
No wonder he failed! He's spreading himself too thin, trying to convert people in both Silverado and Riverdale at once! ;)


Worker 7
220: AP Resoultion this turn, choose to open borders.
If it passes, then you can always consider sending Worker 7 on Galley 2 back to the mainland once he's done making his Roads on Ivory Towers' squares, then return Galley 2 back to where he was (NW + W + W of Ivory Towers, 1W of the Fish) and Blockade again (the Cannon icon).


Additional Worker Action Suggestion
228/229: Some worker actions, not noted as they're running out of things that are urgently needed.
If you are totally out of ideas, you can consider Roading our Grt Person Farm's Pig, since we have yet to connect this resource... :mischief:


Resource Trading
I notice that Isabella knows Calendar, has 2 of her 3 sources of Dyes connected (hovering the mouse over the Plantations seems to tell us that 2 of them are connected--I didn't realise that you could so in the fog of war, but maybe the info is from a recent map trade?), and she is trading a Dye to Justinian for his Fish.

That's a bummer, because it would have been nice to trade a Fish to her for the same Resource. That said, watch for her to bring another Dye online. Since ALL of the other AIs besides Mehmed do not appear to have Dye in their land area, any one of them could trade with her, so we want to scoop up that trade at all costs (it is one of our Special Resources). Plus, it's a Happiness Resource, so even if you have to trade away a Happiness Resource, our net gain vs loss in Happiness should be zero, so it's worth making that trade.
 
Here are some major events where you should probably pause play to consult with the team on how to proceed:
2. Mehmed meets us (say, he manages to build a Caravel or slips a boat past Isabella)

Well, it's turn 220, and we have met Mehmed. I can't actually see where he met us. He knows Tokugawa, but not Saladin or Justinian. It's one turn too late to use the AP to start a war with him unfortunately. Although since he's Buddhist, we may not want to go through with that plan.

Izzy lost her little fist icon a few turns earlier, I think they made peace, which may be how he managed to make contact.

Mehmed is Buddhist, backwards (tech wise), annoyed at us, will trade pigs but not his 3 silks, and won't open borders.

I don't think it actually changes what we should do the next few turns, but you did mention it specifically as a reason to stop.

Should I upload the save? (EDIT - I've uploaded the save).

It's actually quite late here, so I'm going to bed. It's taking longer than I thought (not as long as it looks though, I did some other things between when I said I'd started and now) I won't be able to finish the turnset for another 24 hours though then unfortunately.
 
Just a quick summary of what else has happened before I go to bed. Basically everything has gone to plan with the PPP, a few minor variations, and I misclicked worker 5 (I was trying to click galley 1, but didn't realised it had finished moving, so when I clicked it had selected the worker) which lost one of the somewhat un-necessary mid-walk worker moves, but basically the same.

Some other events:
* Toku is down to just pleased with Justinian and Saladin. He's upset at Justinian over some spy activity :)
* Toku won the race to Music. He's had 2 great artists in this turnset already.
* Also Izzy had a GPro, and Justinian a GSci.
* Justinian built the Colossus on T211.
* Toku cancelled our fish deal, so I gave him sugar (and fish) to keep the 8gpt.
* Wheaties lost land, but has gained it back since we popped borders. However, the forest 2N1E was chopped by Zara :(
* Had to turn down a demand to switch to Buddhism from Saladin :(

Spoiler :
Here is your Session Turn Log from 535 AD to 700 AD:

Turn 209, 535 AD: Confucianism has spread in Risaia.
Turn 209, 535 AD: Buddhism has spread in Silverado.
Turn 209, 535 AD: You have discovered Education!
Turn 209, 535 AD: Zu Chongzhi (Great Scientist) has been born in Thessalonica (Justinian I)!

Turn 210, 550 AD: Gandhi adopts Slavery!
Turn 210, 550 AD: You have constructed a Forge in Delhi. Work has now begun on University of Sankore.
Turn 210, 550 AD: You have constructed a Confucian Temple in Wheaties. Work has now begun on a Library.
Turn 210, 550 AD: You have constructed a Forge in Grt Person Farm. Work has now begun on a Buddhist Temple.
Turn 210, 550 AD: You have constructed a Confucian Temple in Crabs. Work has now begun on Buddhist Missionary.
Turn 210, 550 AD: Justinian I has completed The Colossus!

Turn 211, 565 AD: You have trained a Settler in Risaia. Work has now begun on a Library.
Turn 211, 565 AD: You have constructed a Confucian Temple in Three Clams. Work has now begun on a Library.
Turn 211, 565 AD: Tipu Sultan (Great Prophet) has been born in Madrid (Isabella)!

Turn 212, 580 AD: The borders of Bedrock have expanded!
Turn 212, 580 AD: Homer (Great Artist) has been born in Kyoto (Tokugawa)!

Turn 213, 595 AD: You have constructed a Confucian Monastery in Delhi. Work has now begun on University of Sankore.
Turn 213, 595 AD: You have constructed a Confucian Monastery in Crabs. Work has now begun on Buddhist Missionary.

Turn 214, 610 AD: Confucianism has spread in Sugar Daddy.

Turn 215, 625 AD: Judaism has spread in Crabs.

Turn 216, 640 AD: You have constructed a Granary in Ivory Towers. Work has now begun on a Work Boat.
Turn 216, 640 AD: Antonin Dvorak (Great Artist) has been born in Kyoto (Tokugawa)!

Turn 217, 655 AD: Buddhism has spread in Bedrock.
Turn 217, 655 AD: The borders of Wheaties have expanded!

Turn 218, 670 AD: Bedrock has grown to size 7.
Turn 218, 670 AD: Risaia has grown to size 3.
Turn 218, 670 AD: Crabs has grown to size 4.
Turn 218, 670 AD: Crabs can hurry Lighthouse for 1? with 8? overflow and +1? for 110 turns.
Turn 218, 670 AD: Three Clams has grown to size 7.
Turn 218, 670 AD: Sugar Daddy can hurry Confucian Temple for 2? with 49? overflow and +1? for 34 turns.
Turn 218, 670 AD: Goldfish can hurry Confucian Temple for 1? with 4? overflow and +1? for 34 turns.
Turn 218, 670 AD: Justinian I has 160 gold available for trade.
Turn 218, 670 AD: Confucianism has spread in Mystic.
Turn 218, 670 AD: Riverdale will grow to size 10 on the next turn.
Turn 218, 670 AD: Wheaties will grow to size 6 on the next turn.
Turn 218, 670 AD: Grt Person Farm will grow to size 9 on the next turn.
Turn 218, 670 AD: Ivory Towers will grow to size 2 on the next turn.
Turn 218, 670 AD: Gandhi has completed University of Sankore!

Turn 219, 685 AD: Riverdale has grown to size 10.
Turn 219, 685 AD: Wheaties has grown to size 6.
Turn 219, 685 AD: Grt Person Farm has grown to size 9.
Turn 219, 685 AD: Ivory Towers has grown to size 2.
Turn 219, 685 AD: Ivory Towers can hurry Work Boat for 1? with 23? overflow and +1? for 27 turns.
Turn 219, 685 AD: Justinian I will trade Machinery
Turn 219, 685 AD: Risaia will grow to size 4 on the next turn.
Turn 219, 685 AD: Goldfish will grow to size 2 on the next turn.
Turn 219, 685 AD: Mystic will grow to size 3 on the next turn.

Turn 220, 700 AD: Delhi can hurry University for 2? with 35? overflow and +1? for 35 turns.
Turn 220, 700 AD: Silverado can hurry University for 2? with 14? overflow and +1? for 28 turns.
Turn 220, 700 AD: Bedrock can hurry Longbowman for 1? with 38? overflow and +1? for 33 turns.
Turn 220, 700 AD: Wheaties can hurry University for 3? with 39? overflow and +1? for 60 turns.
Turn 220, 700 AD: Grt Person Farm can hurry University for 3? with 36? overflow and +1? for 76 turns.
Turn 220, 700 AD: Goldfish has grown to size 2.
Turn 220, 700 AD: Mystic has grown to size 3.
Turn 220, 700 AD: Mystic can hurry Granary for 1? with 7? overflow and +1? for 15 turns.
Turn 220, 700 AD: Saladin has 100 gold available for trade.
Turn 220, 700 AD: Isabella is the worst enemy of Mehmed II.
Turn 220, 700 AD: Mehmed II is the worst enemy of Isabella.
Turn 220, 700 AD: Mehmed II will trade Pig
Turn 220, 700 AD: Delhi will grow to size 14 on the next turn.
Turn 220, 700 AD: Silverado will grow to size 8 on the next turn.
Turn 220, 700 AD: Crabs will grow to size 5 on the next turn.
Turn 220, 700 AD: Three Clams will grow to size 8 on the next turn.
 
Well, it's turn 220, and we have met Mehmed. I can't actually see where he met us. He knows Tokugawa, but not Saladin or Justinian. It's one turn too late to use the AP to start a war with him unfortunately. Although since he's Buddhist, we may not want to go through with that plan.
What are Mehmed's attitudes towards us and the players that he knows? What about AIs towards him? How many Cities does he have?

What is his tech level like? Does he have Resources up for trade?


Should I upload the save? (EDIT - I've uploaded the save).
Okay, I guess I could look myself, but the answers to those questions would be what I'd be looking at in order to make a judgment in terms of whether or not to declare war with him before he meets Saladin and Justinian.

At least with Toku liking him, we can consider taking the -1 Declared War on our Friend with Toku in exchange for +4 to +5 Shared War Diplo points with Toku, since we can manipulate Toku into a war.

But, in terms of Saladin and Justinian, with Mehmed knowing Buddhism, the chance of us declaring war later without angering at least one of Saladin or Justinian are pretty small.

So, it's probably a "now or never" kind of a choice for declaring war on Mehmed.


Not having Isabella as a "buffer" is sucky, but potentially she'd be willing to rejoin the war in 10 turns after she lost the fist icon.

So, I'd also want to know how long ago before the current turn that she lost that fist icon (or as close to as possible of a guestimate that you can make).


I won't be able to finish the turnset for another 24 hours though then unfortunately.
If you had a decision about whether to declare war or not within, say, the next 30 mins, would you still need to delay?
 
I misclicked worker 5 (I was trying to click galley 1, but didn't realised it had finished moving, so when I clicked it had selected the worker) which lost one of the somewhat un-necessary mid-walk worker moves, but basically the same.
Well, better to have "used up" a mistake on a relatively trivial point than on something major! ;)

Just remember to do the same thing when you provide us with an updated test saved game at the end of your turnset and we'll be golden.


* Toku is down to just pleased with Justinian and Saladin. He's upset at Justinian over some spy activity :)
Okay, well at T209 (when you started), Toku was Pleased with those two. So, perhaps he got up to Friendly and went back down or perhaps he was Pleased the whole time. Either way, it is better that the AIs are using Spies on each other instead of on us!


* Toku won the race to Music. He's had 2 great artists in this turnset already.
Sweet! Excellent! Oh, I can't tell you what a relief that news is to hear. I thought that Goldfish would be Culture-bombed for sure!


* Also Izzy had a GPro, and Justinian a GSci.
That could mean that Isabella could Lightbulb part of Divine Right, while Justinian will probably build an Academy and improve his tech pace. The latter could be good for us since Justinian and Zara are our two primary tech-trading buddies.


* Toku cancelled our fish deal, so I gave him sugar (and fish) to keep the 8gpt.
Sounds fair. It would be nice to be able to hang onto both Incenses if we can, instead of immediately trading one of them away, so that we can get a +1 modifier for "giving tribute" or "giving help" if an AI comes to us demanding one of them, now that they can't demand a Sugar from us.


* Wheaties lost land, but has gained it back since we popped borders. However, the forest 2N1E was chopped by Zara :(
Gah! Well, you win some and you lose some. We at least got 2 Forest chops out of the square 1S of there (NE + E of Wheaties) due to Forest regrowth, so it all works out to be the same in the end.


* Justinian built the Colossus on T211.
Hmmm, it sounds like he finally got on the "map" in terms of Wonder production.


* Had to turn down a demand to switch to Buddhism from Saladin :(
Did doing so decrease our relationship Attitude Level or just give us -1 without changing whatever we were at (Pleased to Cautious?; Cautious to Annoyed?--I can't remember).
 
Ok, so I'm not quite in bed yet, played my pitboss turns.

Okay, well at T209 (when you started), Toku was Pleased with those two. So, perhaps he got up to Friendly and went back down or perhaps he was Pleased the whole time. Either way, it is better that the AIs are using Spies on each other instead of on us!

I misremembered them as being friendly when they weren't. I can confirm pleased the whole time, as I wrote it down when I checked originally, just misremembered after that.

Did doing so decrease our relationship Attitude Level or just give us -1 without changing whatever we were at (Pleased to Cautious?; Cautious to Annoyed?--I can't remember).

Almost certain it's the same level, which I'm almost as certain was Cautious.

What are Mehmed's attitudes towards us and the players that he knows? What about AIs towards him? How many Cities does he have?

I can't remember all the attitudes. Hated Izzy obviously, and -2 with us, but I can't remember Toku. I think it was Cautious, but I'd have to check.

What is his tech level like?

Bad. He has HBR which we don't, but is missing Currency, Monotheism, and all the other techs which at least some of the AIs are missing.

Does he have Resources up for trade?

Pigs which he'll trade, 3xSilk which he won't, and a couple of other things he wouldn't trade either (can't remember what but nothing of note).

Not having Isabella as a "buffer" is sucky, but potentially she'd be willing to rejoin the war in 10 turns after she lost the fist icon.

So, I'd also want to know how long ago before the current turn that she lost that fist icon (or as close to as possible of a guestimate that you can make).

I wrote it down. It disappeared on T213. It certainly wasn't later than that, and I'm pretty sure it wasn't earlier as I was making an effort to check it.

If you had a decision about whether to declare war or not within, say, the next 30 mins, would you still need to delay?

Well, I'd prefer to, it's very late here. Don't want to muck something up because I'm half asleep anyway.
 
Some initial observations about the save:
1. Toku is Cautious towards Mehmed, Isabella is Annoyed towards Mehmed, and Zara is Cautious towards Mehmed. So, if we we to declare war on Mehmed now, no one would be angry at us for having done so, except for Mehmed

2. Mehmed has Confucianism. It is redded out as an option in the trading window, such that he "doesn't like us enough" to consider switching to it. So, while the good part is there (he has met Toku and Zara), there is also a bad part: we can't use the Apostolic Palace to force him to be our war target.
The implications are that:
a) Since he has Confucianism, we'd probably be alone with him at war until we either captured or razed his Confucian City or until we were willing to bribe war allies against him. If we go the "bribe war allies" route, then there is no way that we will ever get Mehmed to vote for us, as he'd hate us too much for bringing in war allies; we'd be lucky to get his vote after declaring war on him, but it won't happen if we also bring in war allies through bribery
AND
b) EDIT: It appears that the Open Borders Apostolic Palace resolution has yet to pass and since Irgy said that it was already voted upon, it should pass within a turn or two. We want this Resolution to pass, so that Toku and Zara will start to mend their relationship with each other. So, if we want to declare war on Mehmed, we will have to wait a turn or two until after the Resolution passes, as the Open Borders resolution is not valid if one Member (Fifth Element) is at war with another Member (Mehmed).
AND
c) EDIT: We will get Open Borders with Mehmed within a turn or two. That means that we either need to:
i. "Pick up the pace" of spreading Buddhism to Mehmed and start aggressively sending our Buddhist Missionaries to Mehmed's Religionless Cities instead of into our own Cities
OR
ii. Trade Monotheism and Theocracy to Mehmed and hope that he switches into Theocracy (likely he'll go with Organized Religion, however, since he's no longer at war, so that won't really solve our problem of him getting multiple Religions through automatic spread from having Open Borders with him
OR
iii. Declare war on Mehmed, in order to reduce the chances of our Religions spreading to his Religionless Cities

The reason why we are potentially in trouble by having Open Borders with Mehmed with him not being in Theocracy is that he is far more likely to get our 5 Religions spreading to him under such circumstances, and we don't want him to collect 6 Religions and thus greatly increasing his chances of switching into Free Religion.

3. Even if we did manage to trade Theology to Mehmed, he would have to get him up to Pleased before he'd switch Civics based on our request, which is going to be a long time in coming, since he is currently Annoyed with us (how quickly can you get +6 or more with an AI? Not very quickly indeed.). So, we can't really count on the "switch Mehmed to Theocracy option," UNLESS we are SNEAKY and declare war on him. Doing so would probably convince him to switch into Theocracy as soon as he is able to do so, which would make him almost certainly a Buddhist through-and-through due to Buddhism being the only Religion that would be allowed to be spread, making him extremely unlikely to ruin our game by switching into Free Religion on us.

Then again, he'd get a free promotion for each of his units built in a Buddhist City, so we could simply rely on the fact that going to war with him would shut down all direct connections to the non-Buddhist Holy Cities and our Religons would have to spread through a round-about route, making them less likely to passively spread to Mehmed. Therefore, if we do plan to go to war with him, it's probably better not to give him any techs at all. Plus, bribing Isabella into a war won't happen if we given Mehmed even a single tech, since he is Isabella's Worst Enemy.

Sure, there are ways to deal with an AI that switches into Free Religion, such as using Espionage to change his Civics, but there is a chance of that approach failing (especially since his Cities are far from our capitol), so we should try not to get into a situation where we will have to RELY on using Espionage, if we can do our best to prevent getting stuck in such a situation.

4. Tech situation:
Toku knows: Drama, Music, Horseback Riding, Compass, and Machinery, but won't trade any of them
Saladin knows: Drama, Horseback Riding, Compass, and Machinery; he will not trade Horseback Riding but will trade the other techs. Note that Saladin does not have a source of Horses
Justinian knows: Drama and Machinery and will trade them both (but we'd rather trade with Zara)
Zara is 2 turns away from learning Machinery (with 3 other AIs knowing Machinery, plus with us being Friendly with Zara, he'll trade it to us as soon as he learns the tech)

We are ahead of every AI by both Paper and Philosophy. In addition:
Toku lacks: Code of Laws and Civil Service
Isabella lacks: Code of Laws, Feudalism, Civil Service, Aesthetics, and Literature
Justinian lacks: Civil Service
Mehmed lacks: Monotheism, Theology, Code of Laws, Feudalism (that fact could make it easier to fight him), Civil Service, Aesthetics, Literature, and Currency
Saladin doesnt lack anything else
Zara lacks: Literature and Civil Service, but we'll be trading him Civil Service soon, hopefully

5. Mehmed has 2 Pig Resources. We could trade for one of them before hooking up our own Pig, in order to be able to trade our Pig around and in order to keep Mehmed from getting too friendly with another AI. I'm not sure what'd we'd use though, probably a Rice? Then, maybe by giving away our only Rice source, we'll be able to trade Pig to Toku for his Rice, but only if we can get Toku up to Pleased with us

6. We do at least have in our plans the building of 1 Trireme in Ivory Towers. Mehmed probably doesn't have a navy yet, thanks to Isabella, so if we do declare war, we can likely avoid needing to fight for a very long time.


So, what would war with Mehmed give us?
- A war target for Shared Mutual Military Struggle bonuses, but we'd have to bribe AIs with techs in order to get them to fight on our side
- If we gift and/or sell Monotheism then Theocracy to Mehmed first, he'll switch into Theocracy when he goes to war with us, meaning that he won't get any other Religions besides Buddhism. The downside is that it would become very difficult for the Theocracy-lovers to be bribed into war with him. Simply being at war with Mehmed should be enough to "close down" most of the connections to our Holy Cities, so Buddhism would have a higher chance of spreading automatically. Thus, if we go to war with him, don't give him any techs, but if we plan for peace, we can aim to give him Monotheism and then Theology, so that Isabella will start liking him and we won't get that many requests from each of those 2 AIs to stop trading with each other. So, in summary, non-Buddhist Religions will spread less due to us being at war with him, but we won't give him Theology for Theocracy, so these other Religions will still have a chance (albeit a very tiny chance) of spreading to him
- We'd never get Mehmed to vote for us
- We'd be able to prevent "whiny Isabella" form getting angry at us for refusing to stop trading with Mehmed, since we wouldn't be trading with Mehmed
- We'd be forced to capture a City with Silk in its fat cross (Silk is one of our Special Resources required to win the game) and we'd have to defend that Resource (we could feasibly build a Fort on it and put a military unit or two on the Silk itself)
-We would likely just play passively in war, leaving Mehmed as the most technologically backwards AI and thus unable to throw Caravels, etc, at us... we can just defend with Triremes and then Caravels, essentially not investing in military units until later on when doing so won't hurt us all that much
- We'd get Toku's vote. By hook or by crook, we'd get Toku to join in our war. Toku doesn't like us enough for us to win the game, but he might like us enough if we both run Mercantilism. The downside with Mercantilism is that we cannot afford the hit to our Foreign Trade Route economy unless we spam Courthouses everywhere first. A Mutual Military Struggle bonus would give us the flexibility of keeping our Trade Route income while also getting Toku's vote.
- We'd have a feasible backup option for an AI target to take the United Nations, in case Zara gets vassalized. Should we pop a second Great Engineer, it would be simply a matter of:
a) Spreading Confucianism around the world, i.e. one Missionary to each Civ
AND
b) Capturing a couple of Mehmed's Cities, including any City with Confucianism in it
AND
c) Rushing the UN using 2 Great Engineers in one of Mehmed's Cities that does not contain Confucianism
AND
d) Allowing Mehmed to capture the UN City through war, without declaring peace with him
AND
e) Voting for a Holy war against Mehmed
AND
f) Winning automatically from the fact that even if an AI liked Mehmed more than they liked us, they won't vote for a player that they are at war with, when it comes to voting for the Diplo Victory vote
- A necessary requirement of getting more population points (for needing to capture a Silk)
- A good chance of getting even more population points (due to stratecially capturing any Confucian Cities)
- A good way to keep the other AIs of the world occupied with military units instead of researching techs like Education and Liberalism
- A good way to keep an AI like Toku running Theocracy due to being at war--with him being the tech leader, he is the greatest risk for beating us to Astronomy, building some overseas Cities, and then picking up enough non-Buddhist Religions to be convinced to switch into Free Religion--having him run Theocracy by keeping him at war would prevent this situation from happening
- Similarly, AIs like Toku would be prevented from settling Iceball Cities near Mehmed, which they could do if they remain at Peace with each other, and thus could have other Religions besides Buddhism spread to them, further increasing the chances of said AI or AIs switching into Free Religion


So, what would Peace with Mehmed get us?
- A headache between him and Isabella asking us to cancel deals with the other of the two, racking us up negative Diplo modifiers with the both of them for refusing
- A reasonably-sized risk of racking up negative Diplo modifiers with both of them if he goes to war with her, as we'd be refusing to join the war on either side (doing so would almost surely hurt our relations with the Buddhists--Toku would like him enough by that point to be Pleased and the others probably would, too)
- As a result of the above two points, we might not get either Isabella's or Mehmed's Diplo Victory vote
- We would miss out on a chace to get Mutual Military Struggle diplo points with some of the AIs
- Mehmed would start to get a ton of different Religions due to us being forced into Open Borders with him for at least 10 turns, greatly increasing the chances of him switching into Free Religion (note that he doesn't have a Religious Civic as a Favourite Civic, so he'd be more likely to do so than most of the other AIs). Note that he currently has 8 Cities
- A CHANCE at getting Mehmed to vote for us to win the game, although he won't offer us very many positive Diplo points for having a Shared Religion (+5 at max)
- A good chance at getting Silk in trade without needing to capture any Cities
- A chance to scoop up Mehmed's Pig, so that he doesn't trade it to another AI


There's a lot to think about here.
 
I wrote it down. It disappeared on T213. It certainly wasn't later than that, and I'm pretty sure it wasn't earlier as I was making an effort to check it.
Okay, so having the possibility of bribing Isabella into a war with Mehmed (if we choose to declare on him) is not that far off from now, which means that he'd be very unlikely to be able to send any units at us. That's assuming that we can get her to Pleased.

Presumably, we'd just need to:
1. Send a Hindu Missionary from Delhi to Grt Person Farm, so that both Cities can get the Pacifism bonus during BLubz' turnset
AND
2. Get Zara to declare war on Mehmed before considering switching into Hinduism, so that Zara doesn't backstabb us. Zara is Friendly with us, so while he won't "go it alone," there is a good chance that we can bribe him into war after we declare war on Mehmed (if we do declare war on him)
AND
3. Switch to Hinduism temporarily while we are running Pacifism, so that we'll be able to bribe Isabella into a war with Mehmed, while still getting the GPP in Delhi and Grt Person Farm
AND
4. Switch back to Confucianism or Buddhism afterwards


Isabella might even join in on the war of her own accord, for revenge plus the Mutual Military Struggle benefits.


Well, I'd prefer to, it's very late here. Don't want to muck something up because I'm half asleep anyway.
Go sleep. I'd like to have some comments from at least BLubz, on the war issue... the others might not respond, but if they are reading this stuff, it wouldn't hurt to hear their thoughts, either.
 
Talking Strategy: War with Mehmed
Let's assume that we'll go to war with Mehmed. How would we go about doing it? What steps would we need to take in order to maximize our effectiveness? Is it a feasible path to victory?


How does your plan change? What remains the same?
First Step
Well, the first step would be to do nothing. Okay, not really nothing, but our current turnset's plan will still work.

We want to build Military units to go after the Barb City and to defend our Cities from Zara. Both of those things should still happen. We won't be invading Mehmed by land anytime soon, thus we wouldn't really need to change our planned build orders or unit logistics plans.


Open Borders Resolution Passing before War; Still Closing Border with Zara after 10 turns
We'll still want the Open Borders amongst Confucian Members Resolution to pass, so we won't declare war immediately, either.

Where the plan changes is on the turn where we get Open Borders with the Confucianists. After we get the Open Borders, we should declare war on Mehmed.

We'll still aim to Close Borders with Zara 10 turns later, so no change there, but Toku and Zara will be "building up" partial Open Borders positive Diplo modifiers with each other, so things will be fine.


Getting Zara to Close Borders with Mehmed using Tech Trading with Zara and his Friendliness towards us to our advantage
Now, this situation can be dangerous if Zara keeps Open Borders with Mehmed for a long period of time, because Zara mostly has Confucianism, but also has a couple of "minor" Religions, any of which could spread to Mehmed, and any of which spreading to Mehmed would be A Bad Thing, as the more DIFFERENT Religions that Mehmed ends up, the greater the chance that he'll slip into Free Religion as soon as he gets the opportunity to do so.

So, as soon as Zara learns Machinery, we should aim to get Machinery and War with Mehmed out of Zara. Since Zara still lacks Literature and he doesn't really have anything to trade it with anyone for, he'll still need this tech plus Civil Service. Trading both of these plus as much Gold as we can collect between now and then will hopefully convince our Friendly Ally Zara to both give us Machinery and join the war with Mehmed.

Thus, if you were planning on switching to a 100% Science Rate soon, don't do so: we want to save up our Gold to give us the best chance of bribing Zara into a war with Mehmed.


How does Zara being our Attack Dog Help? Well, we will gain Flexibility in who will vote for us to win the game
This way, our "back is covered" in case Zara gets the bright idea of attacking us--now he'll be far less likely to do so.

In fact, Zara is a very easily-swappable AI:
1. He can eitiher become our UN opponent, by staying in Confucianism and having the other AIs hate him, OR
2. He can very quickly (4 Cities right next to our core Cities) get 4 Buddhist Missionaries from us and be converted to Buddhism, securing his votes for us should we choose to make Mehmed our UN opponent. Since we've been nice to Zara most of the game instead of declaring war on him early on, we have this flexibility that other SGOTM teams that decided to attack Zara might not have


Another task will be to bring Isabella into the war
We might as well just wait for a bit to see if Isabella will naturally join in on our war.

In the meantime, it would be nice to get Delhi to build a Hindu Missionary for Grt Person Farm. That way, we'll be flexible in terms of being able to run Hinduism while in Pacifism. Depending upon how quickly you can build a Hindu Missionary after Oxford and Hiring Scientist Specialists, you may have to start on a Hindu Monastary in Delhi first (which isn't a bad thing, since we plan to run a lot of Scientist Specialists there, so an extra 10% Flask bonus is nice to have).


During BLubz' turnset, if Isabella hasn't joined the war, we can consider dragging her into it by switching into Hinduism during one of our Pacifism Civic runs. While it would be NICE to get Pacifism's bonus GPP all across our empire, as long as we are AT LEAST getting it in both Dehli and Grt Person Farm, it's not the end of the world to miss out on it everywhere else for 5 turns, if it means creating an ally out of Isabella. We'd only need to get her to Pleased in order to get her to declare war on an AI that she is Cautious or worse with, and she is Annoyed with Mehmed. A Religion switch would be an instant +4 Relations with Isabella, which should be enough to get her to a Pleased status, as long as we are nice to her in the meantime.


Therefore, if she Demands anything in the meantime, GIVE IT TO HER. Since we'll be going to war with Mehmed, we no longer have to tip-toe around what he thinks of us trading things to Isabella.


Getting Toku in on the war action
Eventually, we'll want to bring Toku into the war, perhaps after one or both of our other war allies have "called it quits" and have decided to declare peace with Mehmed.

To do so, we simply need to get up to Pleased with Toku, which we could do with a simple switch into Buddhism. As long as he is not yet Pleased with Mehmed, Toku could be bribed into war with Mehmed.


If Toku is Pleased with Mehmed, then we'll have to work a bit harder by capturing whichever City or Cities of Mehmed's have Confucianism in them. After that, it will be simply a matter of waiting for the next Apostolic Palace vote and forcing Toku to join our war, whether he wants to do so or not.


Ideally, both Zara and Toku will be at war with Mehmed at the same time as each other, thus ending our issue of Toku hating Zara and resolving that Diplo conflict for us.


What if Mehmed wants to take on Vassals?
Well, that's the beauty of sticking with our plan of defending our border Cities next to Zara: in order for either Zara or Isabella to become Mehmed's vassal, as long as we remain at war with Mehmed, that AI would also have to be willing to GO TO WAR WITH US.

So, if we quit the war with Mehmed, then we might risk one of those two smaller AIs becoming his vassal. So, we will NOT give Mehmed peace. Doing so could just anger the Buddhists in the future should we need to redeclare on Mehmed, if Mehmed ends up sticking with Buddhism and starts currying their favour in order for them to be Pleased with him.

But, in the worst case, with Mehmed vassalizing either Zara or Isabella, we can:
a) Capture a couple more of Mehmed's Cities, as I do not think that he can become someone else's vassal while having a vassal of his own (please correct me if this assumption is wrong)
AND
b) Safely steal all but 2 of either Isabella's or Zara's Cities, whichever of them chooses to vassalize to Mehmed, since said AI will be "protected" by Mehmed and by first capturing a couple of Mehmed's Cities, we won't have to worry about said AI "growing out of the vassal-master relationship" and thus we won't have to worry about another AI killing said vassal. Essentially, we'll be abusing the fact that Mehmed vassaled one of them to the maximum extent possible.

I suggest leaving said AI with 2 Cities, instead of just 1 City, just in case a surprise attack from another AI manages to capture one of their Cities--we'll have options at that point, including forcing peace through Tech Gifts, to prevent said AI from being eliminated completely.

AIs can be effective at a surprise naval invasion, but being consistently effective with TWO SIMULTANEOUS naval invasions on different Cities? I wouldn't bet on it.

So, we'd be able to cherry-pick Isabella's or Zara's best City or two, all while not worrying too much about them dying, as Mehmed would be "protecting" them. Of course, we'd probably avoid dragging the western AIs into a war at that point, as we should hopefully already have Toku's Shared Mutual Military Struggle bonuses in our favour, while Saladin and Justinian look like they'd vote for us if we were Buddhist and none of the other western AIs were our competitors.

Might they vote for Mehmed instead of us? It's hard to say, since we don't know their relationship values yet, but we're not gonig to leave Mehmed a lot of options for pleasing them--he'll be behind in tech so he can't use tech, he'll be low on Resources so he can't get those bonuses (and if he does, we can pillage them), and since he won't have many techs to offer, he will be unable to get bonuses like "you gave us tribute" or "you gave us help."


What about Toku and Justinian--They are both planning wars of their own
Toku
Okay, well we don't have the "easy option" of forcing Toku into war with Mehmed using the Apostolic Palace, because Mehmed picked up Confucianism.

But it is my guess that BECAUSE Mehmed learned Confucianism, that is the reason why he met all of us Buddhists. I've read that the Apostolic Palace spreads CONTACT, so that must be what happened--Mehmed learned Confucianism and then instantly "got to know" the rest of us Confucianists.

Thats good, though, as it means that Toku will be bribable at some point, but only once he calls off his current war or declares it and is forced to stop.


Well, our CURRENT PLANS are good for a war with Toku. If Toku comes after us, he'll have to go through Crabs, which is where we're funneling most of our military units through, so we should be able to defend any attack that he makes until the Apostolic Palace can call a stop to the war.


If Toku declares war on Zara, the same thing--for all I care, Zara can lose a City--Toku, if he declares war, only really has one target available to him: Lalibela, since Zara's culture pretty much stops Toku's Galleys from getting teleported anywhere near Zara's capitol. If Zara loses that City, he can take it back with his reasonably-sized standing army.

Toku takes at least 10 turns to talk, 20 turns if he is the aggressor, and that amount of time will be more than enough time to call off the war using the Apostolic Palace.


Justinian
A similar deal for Justinian, but we'd probably have to lose a City to him before the Apostolic Palace could be used to call off the war. So, we'd either defend well or lose a City with Confucianism in it.

In the former case, where we can fight him off, no worries--he'll eventually want to talk peace with us.


If he captures Goldfish or Crabs, then instead of trying to recapture the City, we'll just try to keep him from capturing a second City. The Apostolic Palace can then be used not only to stop the war against us, but on the next vote, to give us our City back, too! ;)


If Justinian goes after Zara, we have a couple of options: we can allow them to fight it out, weaking both of their armies. If Zara doesn't lose his capitol, he probably won't want to capitulate to an AI that he dislikes a lot.

If Zara is winning, we can sit back and eat our popcorn, laughing at Justinian's incompetence.

If Zara is losing, we can control the "flow" of the battle by Closing Borders with Justinian. They can be re-opened again later. Doing so would let Zara get the upper hand again and peace would be restored.

At worst case, Zara cannot retake Lalibela and the Apostolic Palace can be used to both stop the war and to gift Zara his City back. If Laliebela were halfway decent at all, we could take it culturally, but honestly, it's junk--we don't really want it, so we'd rather gift it back to Zara.


What could go wrong?
Mehmed could have a Navy
Mehmed might have a stack of boats that haven't been used in the war with Isabella but could be used to come after us. That situation is highly improbable, but at best, he'd temporarily capture Ivory Towers. We'd get our revenge (and our City back) in due time, so I'm not that worried.


Toku and Justinian could attack us both at once
Okay, it would suck if we were fighting all of Mehmed, Toku, and Justinian at once. But, with Zara and/or Isabella dragged into the war with Mehmed, we'd really only be worrying about the western front.

The same strategies would apply that I listed for fighting Toku or Justinian individually, we'd probably just put more of a focus on running the Military Civics and keeping both Crabs and Risaia well defended. It's not like these AIs have a big leg-up on us in tech or anything; probably the worst thing that would happen is having a few Fishing Boats pillaged, but in that case, we could use Police State to get the back online after the wars quickly enough.

If that's the worst that those AIs can do by taking out their frustration on us, then we'll be quite fine in the end analysis and we'll also soon-after be ready to run Buddhism, making them forget all about future wars with us.


What if Saladin gets bribed into a war against us?
Hahaha, that situation is the least likely of them all. Saladin must be Annoyed or worse with the war target in order to be successfully bribed.

As long as we start giving into his Demands again--even to switch Religion to Buddhism (we should be able to afford AFTER the Confucianists will have Open Borders with each other--don't switch before that resolution passes in the next turn or two, or else the Open Borders resolution will be CANCELLED)--then he won't become Annoyed at us, and we'll be invulnerable to this potential attack vector.


Overall
So, overall, I am liking this war with Mehmed idea. As long as we execute it at the right time--after the Open Borders with Confucianists Resolution passes--then we have a lot of methods to make it work to our advantage while also having methods of dealing with a changing Diplo situation if things "start to go wrong" in some way.


Compared to trying to please everyone and ending up pleasing no one, it's best to pick your Friends and your Enemies in a Diplo game. Mehmed seems like the best choice to be our Enemy, so let's "make it so, Number One."
 
Micromanagement Comments based on the current situation
Awesome job in getting Confucianism spread to 100% of our Cities!

Not only do we gain from the Org Rel and Theocracy bonuses better this way, but we get more sway in the Apostolic Palace's voting, too!


220: Whip in: Dehli, Silverado, Bedrock, Wheaties, Great Person Farm, Risaia, Crabs, 3Clams. Change to military civics (Police State, Vassalage, Theocracy).
Am I right in assuming that this turn will be one of mass-whipping, in order to get the Org Rel bonus on our buildings just before switching to our Military Civics on the same turn? It sounds like it.

In that case, in addition to whipping the Universties, as well as he Lighthouse in Crabs, I would suggest that you add two more items to whip:
1. The Confucian Temple in Sugar Daddy
2. The Granary in Mystic

For Sugar Daddy, we weren't certain if we'd get Confucianism there on time, but since you did do so, the plan should be flexible enough to allow whipping of the Confucian Temple there now.

For Mystic, you'll whip away a population point that isn't even working an improved square.


Also, I would suggest that you DO NOT whip in Bedrock until AFTER you switch into Police State. Whip in the other Cities first, in order to get the Organized Religion bonus, but since Bedrock is building a Military unit, if you're going to whip there, please wait to do so until AFTER you have switched Civics.

Since Bedrock's Longbowman is almost already complete, you don't really even need to whip it for 1 population point, unless you are relying on the timing of getting the Hammer overflow to be able to help you get other units build in this City in time. It would probably be preferable to whip the Macemen for 2 population points but only 1 round of whipping anger. Besides, if you whip the Longbowman now, you won't be able to start building a Macemen on the next turn, unless Zara changes his Science Sliders and learns Machinery a turn early.


Further, it does not look like it is possible to whip in Risaia, as no Hammers have been invested into the Confucian Monastary there, hence you won't be able to whip in that City.


Also, since you will be switching out of Organized Religion and into Police State on this turn (T220), after you whip the buildings (please ensure that you whip the buildings before switching Civics) I would suggest that you also do the following, in order to get the Military unit bonus, since you won't be able to get the Building bonus, on our overflow Hammers:
Build a Military unit in Riverdale instead of a Forge
Build a Military unit in Risaia instead of a Confucian Monastary
Remove the Forge from Sugar Daddy's queue, so that you'll remember to switch to a Military unit next turn (it's easy to add the Forge to the build queue again later without losing any invested Hammers for having removed it from the build queue)


Also, since you'll be whipping the Granary in Mystic and since you now have Confucianism there, I would suggest that EITHER:
A) Chop a Forest into a Military unit that you think you can finish in time (a Forest chop is worth 44 Hammers * 1.25 = 55 Hammers under Police State, plus with at least 5 overflow Hammers from the Granary and 3 more turns' worth of 5 Hammers per turn should get you eitiher a Longbowman or a Catapult for 75 Hammers, with time to spare)
OR
B) Don't build a Military unit but instead build a building and only partially-chop Forests but don't complete them, until we're back in Org Religion

I kind of like the synergy of chopping the GFor that Worker 5 is currently standing on (SE + S of Mystic) into a Military unit allowing you to finish said Military unit without whipping, so that would be my recommendation (take your pick between a Catapult and a Longbowman). Plus, then Worker 5 could start Farming that same square next, allowing Mystic to work a 3Food square once its grows back to Size 3.


EDIT: After you whip in Silverado, do you plan to manually work the PHRiv Silver? When I whipped in that City in the test saved game, the Silver stopped being worked and required you to manually work it.


EDIT: It took a bit of doing to figure out the right Food level to get in Grt Person Farm, since it appears that you must have been working an Engineer Specialist for part of the time, but I brought myself to the right Food level in Grt Person Farm, if perhaps not the exact GPP value, using a test saved game. My testing probably has other inaccuracies, but I can at least make the following comment:

What I can see is that after whipping the University in Grt Person Farm on T220, if you fire all Specialists and work the GIrr squares, we can grow in 1 turn, so it would be my suggestion to do so. Also, I'd suggest that you "steal back" a GIrr square from Crabs, such as the GIrr square 1NW of Grt Person Farm, even though you won't need to use it on this turn, so that the City can naturally grow into working a Food square without you having to remember to reassign it such a square later. Since you will also be whipping the Lighthouse in Crabs and because Crabs is about to get itself another GIrr square (from Worker 6), Grt Person Farm will probably need to make use of this 3-Food square before Crabs will need it.


EDIT: You mentioned the high levels of whipping unhappiness. Try your best not to whip for 1 population-point Military-unit-whips in Cities with really high levels of whipping anger.

For example, in Crabs, if we build a Chariot instead of a Longbowman, we won't need to add another 15 turns of wipping anger, as we won't need to whip there.
 
Galley 1 and Naval Intelligence
Did you happen to make note of approximately how many Galleys and Triremes both Toku and Justinian have on their northern Coastlines on your way west with Galley 1?

For example, Toku has 2 Galleys to the NW of Goldfish at the moment. This fact raises a small concern, but not one that we cannot handle, due to our timing of switching into Military Civics on this turn, after whipping our buildings.


Also, be sure to "hide" Galley 1 in one of Justinian's Cities. I guess it'll have to be Trebizond, now that he's almost already there.

If any Barb Galleys spawn by the Barb City, as we previously discussed might happen, it will be to your advantage to remain inside of Trebizond, as a Barb Galley cannot enter an AI's City.
 
How much does Zara want?
After we get Open Borders with the Confucianists and only after that point declare war on Mehmed, please start checking with Zara on each turn to see if he'll join us in a war.

If he will join us, you can CAREFULLY check his price by doing the following:
putting "War with Mehmed" on his side of the table and
"Literature" on our side of the table and
ask him "What would make this deal work?"

If he asks for all of our techs, then it's not going to happen and we can give up on this bribery idea. If he doesn't want anything else or if he simply asks for a certain amount of Gold on top of Literature, then you'll know by how much he can be "bought."

Don't accept this deal. Wait until he gets Machinery. Then, try the following:
put "Machinery" AND "War with Mehmed" on his side of the table and
"Literature" and "Civil Service" on our side of the table and
ask him "What would make this deal work?"

Assuming that we haven't already given up on getting Zara as a war ally because he demanded every tech that we have, he will now either be happy with that offer, will add Gold on our side of the table, or will add a tech on our side of the table.

If he puts up a tech on our side of the table, then we don't have enough Gold, so we'll have to collect some more. In such a situation, be very careful to completely clear this deal from the trading table instead of accepting it--we do not want to accidentally trade away Paper, Philosophy, or both to Zara. Either of the last two choices on the screen will work for clearing a deal from the trading table: "Never mind..." or "Farewell...," so pick one of those two choices.


Short on Gold?
Okay, say we're short on Gold. What can we do?


Well, we can try collecting it at a 0% Science Rate and keep asking Zara each turn if we now have enough Gold.


It has also been a while since we last begged from Zara. We should have at LEAST 80 Gold worth of begging stored up with him, based on counting the number of turns from when we last begged. Actually, make that 80 / 2 * 3 = 120 Gold because he is on the same continent with us and shares borders with us. So, a very SAFE number to beg for would be 120 Gold.

Obviously, if we've switched out of Confucianism, Zara will stop being Friendly with us and asking him for Gold will no longer be begging for help but will instead be a demand for tribute with a permanent -1 Diplo modifier attached to it (a very bad thing), so don't ask if we've switched out of Confucianism.

Also, make sure that you start a new trading deal before you try begging--don't leave other items on the trading table, like techs--it's easiest not to mess up if you just exit the trading screen and then go back into it (that's what I try to do).

Then, simply ask him nicely for 120 Gold. Only ask once, regardless of whether he accepts or refuses, and don't negotiate for another number if he refuses--by asking a second time, you will not only automatically fail but will also mess up future chances of being successful. If he has forgotten (it's a probability per turn of him forgetting about the last time that we've begged, kind of like WFYABTA forgetting, and it's been long enough that he statistically should have "forgotten"), he'll give us the cash. If he still "remembers" the last time that we asked him for help, we'll probably have to wait about another 50 turns before we dare to ask again.


Obviously, if he was asking for a big differential (all of our techs, say, for war with Mehmed), then don't bother begging for 120 Gold now--we can save that opportunity for the future. In such a case, where Zara wants all of our techs to join in on the war, just be happy with the "Machinery" for "Civil Service plus some Gold" deal and we'll have to wait until the future to try and get Zara involved in the war with Mehmed.


Machinery a bit later than expected?
Finally, if you end up getting Machinery later than expected because Zara changed his Science Sliders and reseearched it later or because you waited a turn or two to see if we could collect enough Gold to get Zara in on the war effort, you can build an Axeman in the meantime. After Machinery comes in, if you wait 1 turn, the Axeman in the queue will "become" a Maceman and then you can whip the Maceman.


One more point about Grt Person Farm
Since you appear to favour working Coast squares in Silverado, you might as well let Grt Person Farm "steal back" the Grassland square that is SE + E of Grt Person Farm and under Silverado's control. It is the square that Worker 1 is currently improving. You might as well do so on your first turn, so that you don't forget to do it mid-turnset.

So, that makes 2 squares for Grt Person farm to "steal back" on your first turn of play: the SE + E one from Silverado and the NW + N one from Crabs.
 
Havr can you please tell us if you can play after me? If you feel comfortable of course.

Just to give to UT some more day to catch.

Not really. Still a lot to do (finding an apartment, buying a car, etc.)
The best I can hope is to be able to read the thread and comment, and that is tight too.
(the few weeks before the flight I didn't have time to even open the thread).
I will try my best to contribute, but keep me out of the playing queue for now.
 
Well, I was hoping for some decisions, or at least opinions on this war by the time I logged on tonight. Dhoomstriker has given very good advice about how to go about the war, and stated a preference for it, but not a strong conviction that I've read.

Personally I'm inclined not to war with him. He's Buddhist, which means as soon as we permanently switch over to Buddhism he'll be happy with us. His favoured civic (Vassalage) isn't one that we'd run all the time, but it's compatible with the other AIs favoured civics if we did need some more diplo points with him. I'd rather declare war with someone who's going to be difficult for us to please, like Isabella (although I'm not saying we'd do it yet).

The other side is I don't really see the benefits of the war. Maybe I'm just not thinking deeply enough about it.

We need to decide before I can play on, because the war plan involves declaring in just a couple of turns from now.
 
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