(Nuclear) Wintertime for Gandhi and India
Act 1, Scene 1
Inherited Turn 218, 1905 AD
So, this musical, it's going to start with a BANG.
And here's the before:
And after:
Note that nukes both badly injure units and wipe some completely away! Gandhi's garrison is so badly hurt that there is no need to use our siege units. And, fortunately, the fallout did not block our path to St. Pete.
Sorry we had to do that, people of St. Petersburg. But whoever survived the blast has proven themselves to be a true Russian!
Unfortunately, our Pinch Knight fails to kills a wounded Musketman at 91% odds. After that farce, I just use Infantry to mop up, and St. Pete is ours. Gandhi was kind enough to build a lot of Spy buildings for us. There's also the Shwedagon Paya. We didn't build that, did we?
I could round up some workers with Knights, but no reason to break stack just for that.
There are 5 squares with fallout in it. Ecology can't get here fast enough, but it IS probably safer just to do Railroad first.
Meanwhile, with those trades gone, we're suffering a loss of food in some cities, like Smolensk. Going to hit the trading boards.
Roosevelt will give us both Clams AND Fish for 1 Hit Musical. Go Sid's! And rather than more seafood, I take 9 gpt for Gold.
No trades are up for renegotiation, but I snap up 9 gpt from Mao with some Hit Musicals.
St. Pete will be in revolt for 3 turns. No tiles have been returned to us yet, but hopefully we'll get some soon.
-End Turn-
Turn 219, 1906 AD
Well. Churchill declares war on us.
Gandhi's spies destroy: A mine, Factory production in Moscow, and a workshop. Workers will be dispatched to repair the damage.
De Gaulle comes offer Communism and some gold for Steam Power, but I decline because I figure that our tech lead is more important, and Communism just isn't as valuable as Steam Power.
DeGaulle gets a Golden Age, and Gandhi gets a Great Engineer.
Yakutsk: Jail < Coal Plant
Since Moscow lost all Factory progess, I switch it to a Levee for now.
The mine was on a hill outside Moscow, but it's already fixed. The Workshop was one of St. Pete's, so no big loss.
Sink an English Caravel. No sign of more English units.
I draft out of Yaro because it's working two coast tiles. I don't draft out of any stagnated production town, though. Meanwhile, I advance on Delhi.
-End Turn-
Turn 220, 1907 AD
Orenburg: Courthouse < Observatory (if we're going to run scientists, might as well improve our beaker output)
Interesting note: I sent a Musketman from Smolensk to St. Pete, and the fastest route went through fallout. It didn't seem to slow the unit down.
Delhi is pretty well defended. A nuke next turn should change that. Too bad we don't have more 2 move units. There are a few airships that will be a nuisance, but hopefully they'll get wrecked in the coming explosion.
-End Turn-
Turn 221, 1908 AD
Smolensk: Tactical Nuke < Rock 'n Roll (with some more health, we could build a power plant. We also would want the Pentagon somewhere)
Gandhi decides to hit our Frigate stack outside of Yaroslavl' with his airships instead of our soldiers. How brilliant.
Act 1, Scene 2
Nuclear snow falls . . . .
The injured Grenadier's hill is fallout free, so we take it! Hopefully Gandhi's garrison won't heal TOO much in between turns.
-End Turn-
Turn 222, 1909 AD
Damn Gandhi and his spies. We lose a Forest Preserve and a Workshop near Smolensk. At least we kill a Frigate in between turns, but he has a Ship of the Line on the loose.
De Gaulle wants us to declare war on the Americans. No way.
Rostov: Factory < Grocer (it's shrinking)
Yaroslavl': Drydock < Ironclad (it's quick and counters Ships of the Line)
Yekaterinburg: Tactical Nuke < Artillery
I briefly consider retreating our Frigates, but then I remember that I need to defend our seafood. Godspeed, you all!
We get a Great Engineer, the brilliant Nichola Tesla. We could burn him with the Great Scientist for a Golden Age, or use him to rush something valuable like the Pentagon. +2 experience! And 1 promotion for drafted units.
I promote our Cannons to Accuracy so that they can pull down Delhi's defense in 1 turn. 80% to 0%, and our top Infantry's odds go from 73% to 99%. Not bad!
The fighting goes on into the night, but our forces have the decisive advantage. A few casualties, but no losses. Delhi is ours, but it is still trapped in Indian culture!
Get Moscow's Forest Preserve fixed. Next Great Person in 4 turns, a bit longer than expected.
Micro Yaro 'cuz I just noticed the gov' hired funny specialists instead of working the coast.
But, since there's no unhappiness anyway, draft another Infantry!
I upgrade our last Maceman into a Medic. I want to let our troops heal before moving on as many took damage in the fighting.
-End Turn-
Turn 223, 1910 AD
We lose a Camp to infiltrators. Gandhi's SotL sinks one of our Frigates and then breaks some fishing boats. Yaro will do a Work Boat after the Ironclad.
Novgorod: Submarine < Factory
The SotL is at about half strength, so I think our Frigates can finish it off.
How's that for Russian seamanship? Finished it off flawlessly at 70% odds of victory!
Looking at the Foreign Advisor tech screen, Roosey and Gandhi are able to tech Fission! But I don't think that Roosey has Uranium, and we've taken Gandhi's source.
Yikes, I really have to babysit Yaro! I'm going to set the Governor to emphasize food. Hopefully that'll keep him from hiring back specialists so often. We want it to grow! So we can draft every 2 turns!
I just noticed that some of the fallout around St. Pete DID go away on its own, but it's probably a small, random chance.
I'm drawing some reinforcements to the front line.
-End Turn-
Turn 224, 1911 AD
We're quite wealthy.
Railroad is in. We could now use that Great Engineer for Mining, Inc., too.
Yekaterinburg: Artillery < Submarine
Sub briefly docks in Moscow to pick up the nuke I rebased there. Gandhi has another Ship of the Line on the prowl, maybe going for Moscow's seafood!
Units are healing in Delhi for a couple of turns, then we're on the march again.
I slip a Work Boat into Moscow's build just in case our Crabs do get pillaged.
Switch a grassland workshop in Smolensk to a floodplains workshop and put a coastal worker on the vacated Grassland workshop. Yay! +5 base hammers, ends up as a +12 hammers.
-End Turn-
Turn 225, 1912 AD
In between turns, that SotL kills one of our Frigates, but our remaining Frigate defeats an Indian Frigate. Now . . .
Yaroslavl': Ironclad < Submarine
Yakutsk: Coal Plant < Hospital (micro the specialists)
St. Petersburg: Theatre < Forge
Strike the Work Boat from Moscow's queue as the threat is over:
Need I go on? No, but I will:
Bombay learns to love the bomb, and I land three Infantry outside (unfortunately, the defenders were only badly wounded, not wiped out). But, I have a couple of Frigates to help pound on the defenses, and reinforcements should arrive shortly.
Troops will move out of Delhi next turn.
I just noticed that Gandhi had added a Great Merchant to the Artist we embeded in St. Pete. Very nice of him.
In Delhi, just taking a closer look, too, there are TWO Great Artists, plus a merged Great General.
-End Turn-
Turn 226, 1913 AD
De Gaulle cancels our trade deal, but I'll renegotiate. I now see that the deal was lost because he lost access to the resource he was giving us. So I sell him some of our reclaimed Ivory for 14 gpt.
Moscow is going to hit the Happy Cap, so I take away the Uranium Farmer and make him a Specialist, cutting the time for the next Merchant to 19 turns.
Kill a wandering Grenadier on the way to Bombay. I will only devote a few troops to Bombay because, although the garrison is large, it is mostly Longbowmen.
Move our stack towards Vijayanagera (can't pronounce it!). I'll nuke the city next turn, and attack the turn after that.
I notice that Churchill will finally speak (he must have figured out what our nukes can do!) so I cut a deal with him. His map, some change, and some gpt.
Don't look so sad, Churchill! You've saved your citizens from the Russian bomb! . . . For now.
-End Turn-
Turn 227, 1914 AD
In between turns, lose a frigate to a SotL. Our Submarines do NOT go to the top of a defense stack.
Yekaterinburg: Submarine < Tactical Nuke
We're down 3 out of 4 Frigates, but I brought our Iron Clad to bear, so that'll help defend our (small) naval stack. Destroyers and Transports will be nice!
Merchant is dropped off on the shores of Beijing.
I drop Deep Impact on Vija.
It'll go down next turn.
I just noticed that Churchy's map reveal a new city of Gandhi's:
Bangalore is behind a mountain. Lovely.
-End Turn-
Act 1, Scene 3
Turn 228, 1915 AD
Lose a Frigate down south. I think I need to throw out a few more Ironclads. Will divert another Frigate to keep our seafood safe.
St. Pete: Forge < Granary
This isn't a fair fight:
Vaja is ours! Nothing special inside save for a merged Great Artist.
We also pop a Great General in Yaro. Gonna have him wait there to see what we want to do with him. Settling him there WOULD yield us draftees with a Promotion, but so would the Pentagon.
Our Merchant pulls in another 3150 gold. Yay!
Since we have silks from Delhi now, I cancel our imports from China to get Incense instead.
-End Turn-
Turn 229, 1916 AD
Moscow is unhappy, I'll have to turn up the Cultural Slider.
Yaroslavl': Submarine < Ironclad
We capture Bombay, taking a settled Great Engineer with it. The city seems to have retained most of its infrastructure, it has Versailles, and a lot of Spy buildings. Taking over India is really going to improve our EP rate!
India has been torn apart as the show moves into the darker second act. Can Gandhi hope to survive the relentless Russian march, or will he only flail helplessly as the bomb drops ever lower?
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After the Levee, Moscow should probably get a Jail and/or a Colosseum to deal with the unhappiness and War Weariness (we're up to +10 emancipation unhappies here).
Garrison the troops in Bombay so that the heal. This excursion netted us 3 Combat III Infantry (hope the promotions weren't

, though I did

with a sub: Drill II, rather than Flanking I/Navigation I). Maybe add a medic for faster healing?
The guys down south need 2 turns to heal.
I cut EP spending on Gandhi entirely. We're 3 times his power, he's rapidly fading, and we'd rather see Mao's stats (I think we can get that in 4-5 turns).
One nuke is in Vija, another is in Bombay
to be loaded onto the sub. To load a nuke onto a sub, the sub must be in the city that has the nuke, select the nuke and choose "load" then move the sub on its merry way. Just a heads up for those unfamiliar with nukes.
Gandhi has a lot of Workers holed up in Pataliputra, and we somehow scored one in Bombay.
But we may want to build a lot more because I'm not sure how long Fallout takes to clean up. I'm also slightly worried that the floodplains near St. Pete are ruined, but hopefully they'll be OK after some scrubbing. Also, I have a trio of workers south of St. Pete to rebuild a farm and restore an irrigation chain, so they should do that.
After the next nuke, Smolensk should probably just finish off Rock 'n Roll, and then we're going to want the Eiffle Tower pretty quickly. Those Broadcast towers will make the Cultural Slider much more effective, and the extra happies from the hits. We're going to obsolete our Furs, Ivory, and Whales pretty soon.
Tech path after Combustion? Maybe Industrialism, to get Tanks. Maybe Mass Media for Hollywood. Maybe we can tech or trade (or get from Gandhi) Communism for EP+ buildings and Mt. Rushmore.
We could do Refrigeration < Superconductors to get our Unique Building, the Research Lab, which provides +2 free scientists! But that may not be very necessary because we have a pretty good tech lead as it is. I was wondering if we'd want the SDI, but we should be able to deny Uranium to the AI pretty effectively.
So, I think: Finish Ecology < Combustion (get those Destroyers out!) < Mass Media < Industrialism (2-move tanks!) < Flight (air power to smash our enemies) < ?
Also, Pentagon with the Great Engineer somewhere? +2 XP everywhere is nothing to sneeze at.
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