Made some tweaks in red-- just the gunpowder teching and wizard option choice, and no settler in Washington but spies instead. Will plan to play in about
10.5 5 hours from latest edit.
Final Draft of PPP T182-T189
Civic Changes
Plan to change to Hereditary Rule & Nationhood on T187 (or earlier if I don't see any more value to Universal sufferage--i.e. there is nothing left to buy that will help with population growth or war with the east)
This is mostly +1 relations bonus with Elizabeth but the 1 extra happiness in most cities will be nice.
Nationhood just for the +2
from barracks. I will only switch to nationhood if the happiness helps somewhere. There really will be no need for wealth or research with the switch to Hereditaty rule. Nationhood would help espionage at least as much as bureaucracy in the capital might if we use the slider. So Nationhood is likely.
Research
0% Gunpowder for T182, T183
On T184, T185, T186, T187 I will adjust the slider so that I can finish gunpowder by the end of T187. If I can't because I need too use the cultural slider too much to keep several cities growing then I won't finish it. This is primarily so that I can give pinch to 2 of the wizard killing knights. Also it doesn't hurt to have another tech to trade to the AIs.
I will use the cultural slider as necessary to keep our cities happy and growing. I might use the espionage slider for espionage benefits for the war if I have spare gold and nothing useful to use it for.
Diplomacy and Espionage
- Will call for diplomatic victory vote T188 unless something horrible happens
- Cease fire with the east T182, T183
- DoW with the east T184 expect to stay in the war until the end for diplo bonuses. Peace with the east only if we need the votes from a city they might give up in trade for peace. (highly unlikely we will need the votes)
- Switching the civics of each of the north witches and west witches diplomatically T184-T187. I will use spies to do this only if absolutely necessary. I will keep back a large tech for this purpose.
- I will give each pair of west and north witches a tech every turn (holding 1 back) in the hopes of getting more shared technologies bonuses with them.
- I will use a spy to switch Monty back to Taoism on T184, and keep trying until I'm successful if 1st spy fails.
- I will trade physics to the south witches for constitution and shaka's gold.
- I will try to beg shaka and mansa (south witches) on T183 or T184 (hopefully they will have some gold) I will try to beg mansa for 10 gold less than he has up to a max of 180 gold. I will beg up to 90 gold from shaka. These max values are approximately 3 times the number of turns since our last beg attempt.
Resources
Gifting Gandhi marble and deer this turn.
I will cancel silk with mansa on T183
Gifting Monty silk on T183, then wheat when we get our 2nd T186, possibly giving him banana on T186 if we don't need the health from it ourselves
I will renegoiate resource trades for more gold only if it is a spare resource we can't gift to either Monty or Gandhi
Spies
Gandhi
there is a spy in gandhi's lands who will hang out outside of a city until T183, on T183 he will move into a city, T184 wait, T185 flip Gandhi if necessary to taoism or out of free religion
Another spy built in wizard city will just make it to another one of Gandhi's cities T187, for an emergency backup. (this spy must be built this turn, so another reason not to risk the galleon attack vs. Ragnar's caravel) Need to look at the details, but if we need to make changes on T187 to affect the T188 vote then this spy will be too late.
Monty
spy in Trojan Horse will remain, plans to flip him back to Taoism T184, backup spy next to TH will jump in and try again T186, 2 more spies will be built and jump in T186 after backup spy, and try again T187 twice
spy in Boston waits will flip if necessary, backup spy waits, will build 2 more backup spies for Boston. Spy in fur city will wait in another english city (Liverpool probably)
Elizabeth
spy in Boston waits will flip if necessary, backup spy waits, will build 2 more backup spies for Boston. Spy in fur city will wait in another english city (Liverpool probably)
Genghis
spy in Bactrian waits, spy in samarquad waits, 3rd spy near Liverpool will wait in a 3rd city of Genghis, and backup spy will be built and wait in a boat outside of Bactrain.
Ragnar
spy in Madurai moves down and boards boat on Asoka's south coast on T185 and sets up to revolt ragnar's city Jelling possible only on T188
Asoka
spy will be built and sent down to spy on ragnar's stack, possibly revolting Asoka's city
City Builds and expected growth
Washington no growth planned (losing sheep to middle city at some point--will prevent starvation)
Settler (for spot 3N 1E of Varasanai )
spy x2
Airship
wealth
Stone 13/42 +8 growth rate; 29 for 1 growth, 51 for 2; will shoot for growing 2 more
wealth
Gems 40/44 +10 growth possible; 4 for 1, 27 for 2, 51 for 3; will shoot for growing 3 more
spy (will backup spies outside Trojan Horse)
airship
wealth
GP Farm 0/50 +12-+16 possible; 50 for 1, 76 for 2; will shoot for growing 2 more
spy (will wait on boat outside of Bactrain)
airship
wealth
Silver 22/44 +7-+12 possible; 22 for 1, 45 for 2; will shoot for growing 2 more
spy (will backup spies outside Trojan Horse)
wealth
Isengard 35/48 +6 growth; 13 for 1, 27 for 2; will shoot for growing 2 more
knight x6
wealth
CB 21/38 +7 growth; 17 for 1, 37 for 2; will shoot for growing 2 more (losing seafood to Ham at some point)
wealth
Marble 26/40 +8 growth possible but happiness issues; 14 for 1, 35 for 2 will shoot for growing 2 more (losing seafood to Ham at some point)
wealth
Phants 14/36 +8 growth; 12 for 1, 31 for 2, 51 for 3, will shoot for growing 3 more
wealth
Sheep 18/34 +5/+6 growh; 16 for 1, 34 for 2; will shoot for growing 2 more
knight (might rush buy) otherwise wealth
Fur City 24/40 +3-+5 growth; 16 for 1, 37 for 2; will shoot for growing 1 more
spy (sent to another elizabeth city)
wealth
Madurai 2/40 +7-+8 possible; needs MP 38 for 1; will shoot for growing 1 more
wealth
Indra 15/30 +6 growth; 15 for 1, 31 for 2; will shoot for growing 2 more (shares floodplain farm with Ayodhya)
pike (rush buy possible), catapult (rush buy possible)
wealth
Ayodhya 6/24 +6 with stolen floodplain farm, then +7 (should reach pop 5)
buy granary T182
wealth
Wizard no growth expected
runs artist to avoid cultural revolt for 2 turns then a merchant most likely
spy finishes
wealth
Pataliputra (1 revolt) needs MP, shouldn't starve, most likely can grow 1 more
wealth
Varanasi (4 revolt) needs MP, shouldn't starve
wealth
Hyperabad (4 revolt) needs MP, will starve at least 1
wealth
Madras (6 revolt) needs MP, will starve at least 1
wealth
Bombay (7 revolt)
Spam +4 growth
wealth (I don't think a granary helps here)
Calcutta (7 revolt)
Middle 5/22 +5 growth, then +8 with stolen sheep (should reach pop 4)
buy granary T182
wealth
Ham 6/22 +6 growth, then +8 with stolen seafood, then +10 with stolen 2nd seafood (should reach pop 4)
buy granary T182
wealth
Bacon 5/22 +6 growth (with farm and irrigation this turn), then +7 with new grass farm (should reach pop 4)
granary (buy T182)
wealth
new city 3N 1E of varansai
wealth
I expect about 35-37 new population by T189.
Workers goals
- road to gandhi's land for 2nd spy.
- fort NW of Madurai to assist getting knights to Indra... area faster (thinking of abandoning this in favor of sending the knights to pillage asoka's former lands and reinforce ragnar assault)
- farms where it will help cities grow 1 more pop by T188.
- Roads to help move military units to the front faster
- farms for Bacon (irrigate corn and then a few grass land farms)
- roads to help spy in Madurai to get down to 1W of the clams on asoka's southern coast by T185
War Details UPDATED*
see attached image for a sense of my war plan
- Black team stack of 4 galleons (4- 8+ xp trebs, CRIII mace, GG medic knight, CRIII pike, CIII crossbow, CRII mace, 2-2 xp mace),
On T185 I will use airships to weaken forces in Tonsberg, and bombard with 2 treb (one with accuracy), attack with best odds units but not a treb, finish them off with best odd units (not the GG medic knight) and capture Tonsberg T185.
The rest of the force will move next to Jelling minus perhaps 1 healthy defender. Galleons move back and pick up remaining forces.
On T186 drop remaining forces plus spy next to Jelling
On T186 2 trebs already next to it begin bombarding Jelling. Move units from Tonsberg attack next to Jelling minus a defender or 3.
On T186 other forces from mainland land next to Jelling
On T187 all treb bombard Jelling
On T188 revolt attempt, if no bombard and attack with a few trebs and then the rest.
- Green team is Hood with (knight 8, CI CRIII mace, Forest III mace) these units heal on T183 in tile 1W of clams that will be shared with GG medic. Then join black team.
- Pink is trailing galleon which will swap units for (2 treb, 3/4 xp mace)
These units heal on T183 in tile 1W of clams with GG Medic and then join black team.
- Yellow is the spy walking down, will be in Jelling on T187, can revolt on T188
I expect Jelling and Tonsberg will fall by T188 easily.
I will play the situation near Indra... by ear. If ragnar stack leaves then I will try to finish off asoka. Otherwise I will play defense most likely.
T182-T183 pillage with wounded knights and units that don't have room on a boat starting with towns, villages, hamlets and cottages around cities that won't come out of revolt until T187 or T188
medic I knight boards galleon stack
Galleon stack heals for 1 turn
Move 3 airships to Kolhapur to prepare to airstrike Ragnar's SE city
Move 2 airships to Indra... (will need them to airstrike Ragnar's stack that will have healed)
Move 2 airships to wizard city area to hunt for caravels
Build 3 more airships
Wizard Attack details UPDATED*
In 2 turns we should have all 4 galleons past or in a southern witches city. I believe since the south and the east do not have open borders so our galleons should be safe from both of the caravels we see from the east witches. I suspect the galleons will be safe from caravels until they are safely next to Teotihuacan.
Move 2 airships to wizard city or another reasonable city T182, scout for more of east's caravels.
starting T184 attack ragnar's and asoka's caravels.
T182 cease fire 3 galleons make their way to tile 1W of Teotihuacan, trailing galleon heads that way as well.
Two options
Option 1: attack T188 with 12 amphibious knights, 1 with combat III and 3 of whom will have the option of promoting to Combat III or PINCH
All galleons and knights make their way to 1W of Teotihuacan. Use GG on T187 before they board boats to spread 20 xp to Wizard 1 10/4 xp, Wizard 2 9/2, Wizard 5 10/8, Knight 3 CII shock, Knight 4 CIII, Knight 7/8 xp
If I lead Wizard 2 I should have 1 knight with combat III and amphibious and 2 knights with CII amphibious (and 1 with shock) and 3 knights with CII amphibious the option to upgrade to combat III or PINCH. In addition to the other 6 CII amphibious knights.
T187 move 8 airships to Teotihuacan and Calixtlahuacain preparation to airstrike wizard and his longbow lackeys on T188 prior to knights attacks
Option 2: attack T187 with 11 amphibious knights and 1 non-amphibious knights, 2 of amphibious knights have Combat III
See 2nd attached picture for the details on option 2 wizard plan
- Black is the 3 galleon fleet which makes its way to 1W of Teotihuacan as before. Its path is labeled with single digit numbers that represent where it will be at the end of T18(2), etc.
- Red are the 9 named Wizard Knights with amphibious already or enough xp to get it. Red path is labeled with wk (2) which also indicates where they will be at the end of each turn. They make there way to 1W of Teotihuacan as before but board boats on T186.
- White is the late galleon currently in wizard city. The GG boards it on T182 and it makes its way to 3South of Zapotec. On T185 before it moves 2 late knights board it, the 12/13 CIII knight and the 7/8 CII knight. On T185 the GG on board attaches itself to the 12/13 knight, and the boat upgrades to flanking and navigation I, the knights on board become CIII amphibious. Before it leaves the last late knight the CII shock knight boards. On T185 after all that, it moves towards Teotihuacan. On T186 it should be one south of Teotihuacan and with its 5 movement should be able to bring its knights to attack with the other 9 knights on T187
- Pink are the late knights. 2 of whom board the late galleon on T185 before the GG attachment and then the last one boards on T185.
- Yellow is Yama who needs to build a road so the late knights can get to the late galleon.
T186 move 8 airships to Teotihuacan and Calixtlahuacain preparation to airstrike wizard and his longbow lackeys on T187 prior to knights attacks
T188 attack again if necessary