Ghandi, Monty, and Elizabeth were all eventually able to be bribed into Taoism because enough of their people followed the religion. The only one who was forced with spies and might switch back still is, I feel, Ghenghis.
The events log in the game might be good enough...
T163 Monty switches to hindu
T166 Elizabeth Taoism
T169 Genghis Taoism
T170 Monty Taoism
T172 Gandhi Taoism
T170 West makes peace with the East
These are the dates in the events (we usually learn of these the turn after).
Next AP vote will be called T179? It is T173 and it displays 5 turns until the vote so...
T174 4 turns
T175 3 turns
T176 2 turns
T177 1 turn
T178 0 turns
T179 vote popup come up for what we want and we vote
T180 result of vote reported and holy war part II might be called?
I checked that file on my computer and the autolog folder is empty
Perhaps we don't want to spread taoism to Gandhi just yet. He seems happy enough in the religion as it is and he willingly switched over in a trade as Kaitzilla said. If we do give him more votes he could easily vote against another holy war declaration.
I think we want to send our missionaries to Genghis. He might flip back and presumably will vote for a holy war as STW speculates above.
Ghandi, Monty, and Elizabeth were all eventually able to be bribed into Taoism because enough of their people followed the religion. The only one who was forced with spies and might switch back still is, I feel, Ghenghis.
don't need to worry about north and west liking south more
Now that we share the same religion as the north and west, I don't think we need to worry about dragging the south into the holy war. In fact I think it makes sense to spread taoism to the south witches and drag them into the war with east witches. If they can capture a city for themselves that would be nice. we want them growing and we want them to weaken ragnar for us.
divert knights from ragnar defense to asoka offense?
I think we can divert a knight or 2 from attacking Ragnar's stack and send them over to Asoka's lands to help protect the super medic perhaps and accelerate the conquest of Asoka's cities.
If we kill Ragnar's stack over 2 turns I think it is okay.
need to reevaluate beg status. I think it makes sense to erase older begs if you make newer ones.
don't need to worry about north and west liking south more
Now that we share the same religion as the north and west, I don't think we need to worry about dragging the south into the holy war. In fact I think it makes sense to spread taoism to the south witches and drag them into the war with east witches. If they can capture a city for themselves that would be nice. we want them growing and we want them to weaken ragnar for us.
Most of Gandhi's cities have Taoism now. He will likely spread it more on his own. Kaitzilla was curious how all the spread happened. A while back I had suggested our first missionary to go west (I think he got killed by barbs) go to Gandhi for exactly this reason. He appears to be going for culture and is spreading it himself.
In my experience, most AI that are switched into a religion other that one that they have been running most of the game will switch back, especially of they have founded a religion. They are a little more likely to stay in a different religion as described above if the religion they were converted to is the AP. I have no code data to support this. As I stated this is what I believe based on my experience. I expect Monty and Gandhi to switch to their early religion (hinduism, I believe). Elizabeth may stay in Taoism since she was very late to convert to Buddhism.
When Monty and Gandhi switch back to Hinduism, their relations with Mansa may go up between +5 and +8, while giving a negative diplo hit for our "heathen religion". We need to control when they come back to Taoism is such a way that they cannot switch out when we need their votes.
I'd rather you traded electricity for divine right. I think we might as well not trade nationalism and bring more players into the Taj Mahal race.Draft PPP
Technology: Mass Media now. After that Gunpowder (if no one else is learning it by then!), and Military Tradition.
Tech trading: Trade nationalism to West & South for money & divine right. Trade Divine right to north for money. Hope that someone decides to get gunpowder for us.
If the target to win isCivic Changes: Switch to Nationhood & Free Market. Need a switch to Universal Suffrage later this turnset, but don't know precise date atm
I wouldn't trade away nationalism unnecessarily until we are finished with Taj Mahal.Golden Age:Will last until T182, but will hopefully get extended by the Taj Mahal. This is about to turn into a Taj Mahal race, but we should have a mild headstart so *should* be ok. Losing the race would cause potentially critical delay in the UN, but not much we can do about it.
Yes the plan is to run a trade mission. We probably will need gold T178, so you might not have time to run the trade mission anywhere except Trojan Horse. If you set up a boat you might be able to run the mission one of Elizabeth's larger cities but I'm not sure how much more the trade mission would be worth.Great People: GP farm about to pop a 90% merchant in a couple of turns. My instinct says run a trade mission for the money, but happy to take suggestions from the field.
With the influx of units from drafting I think a galleon here after the airship would be more useful and Phants lacks a barracks. Then build wealth/researchPhants City
Spoiler :Hammer output 24.
Turn 173 Airship
Turn 176 Trebuchet
Turn 180 Knight
Units after this would be too far from the front, so set to grow after this
I think silver should steal the gold mine from Stone, and give up its grass workshop. I think maybe Treb, Treb, Knight, Knight is better. With 42 hammers output it can build another Treb in 2 turns and then maybe with an engineer instead of a lake it could finish the 1st knight after the 2nd treb in 2 turns as well.Silver City
Spoiler :Hammer output 42. (trading grassland workshop S-SE for farm to north)
Turn 173 Trebuchet
Turn 176 Knight
Turn 179 Knight
Turn 182 Knight
Units after this would be too far from the front, so set to grow after this
research is going to be an issue in your turn set. We want to averageGP farm
Spoiler :
Turn 173-175: Work 9 merchants
Turn 176-178: Turn off great people. Finish settler
Turn 179+: Maximise money (and research if still needed) to keep this empire struggling towards the line!
I would give up the gold too and take Silver's grass workshop. This allows Stone not to starve as quickly.Stone City
Spoiler :
Switch Farm NW for farm WW to give more hammer output. Taj Mahal now in 8 turns (T180)
Turn 181+ Growth mode
I doubt the stable is necessary. I'd rather have another treb. You are going to lose significant hammers going off of bureaucracy here. I think Trebs here instead of knights.Washington
Spoiler :
Turn 173: Stable
Turn 176: Knight
Turn 179: Knight
Turn 180 onwards: United Nations - Use the great engineer towards it.
While we still have representation I would not turn off the merchants. I would switch them to scientists! We need research desperately I think. Once we switch to universal sufferage you can turn off the specialists (except the spy) for coasts.Marble City
Spoiler :
Take off merchants & spy, and set to growing on the coastline
Turn 173: Airship
Turn 180: Catapult (Or potential Spy turn 178)
Turn 181+ Growth mode
I'd rather have Treb, Treb, KnightCulture Bridge
Spoiler :
Turn 173: Treb
Turn 177: Knight
Turn 181: Knight
Turn 182+ Growth mode
I agree with the stable here.Gems City
Spoiler :
Turn 173: Stable
Turn 175: Knight
Turn 177: Knight
Turn 179: Knight
Turn 181: Knight
Turn 183: Knight
I think another galleon is better here after the current one. We want boats to galleon chain units down to Ragnar near the end of the war. Plus with drafting there will be a heavy demand for boats.Sheep City
Spoiler :
Turn 174: Galleon
Turn 178: Knight
Turn 182?: Knight
I think we want the spy at least until we switch to universal sufferage. The espionage will be very useful for revolts in the eastern witches cities.Isengard
Spoiler :
One Knight a turn. Turning the spy into the 5 square would be more efficient than the spy as we'd get 9 extra money from the overproduction? Or do we still need spy points desperately
I think perhaps a galleon here too after the catapultFur City
Spoiler :
Turn 173: Catapult
Turn 177?: Barracks (to counteract the unhappiness from the drafting)
Not sure after that: Some cheap unit?
I'm not sure about these small cities, but Madurai has 3 forests it could chop and Indra... has 1. I think we need a workboat somewhere. mabraham had some suggestions for these cities.Indra...
Spoiler :
Turn 173-174: Culture
Turn 175-180: Lighthouse (alternative is cheap NoXP unit)
Ayodhya
Spoiler :
Turn 173-176: Culture
Turn 177: Lighthouse (alternative is cheap NoXP unit)
Madurai
Spoiler :
Turn 173-175: Revolt
Turn 176-177: Culture
Turn 178+: Unit depending on war need
I think we want to spread taoism here especially if we are going to try and culturally steal those forests.Dead Wizard City
Spoiler :Culture for the moment (Already have a couple of hammers on a galleon, so may as well work on stealing forests)
Galleon x 3.
Still needed: Worker actions, Spy plan, Missionary plan, diplomacy guidelines, Wizard fleet launch date + earmarking of units, and other things that I'm too tired to think of atm!
Hopefully that should be enough to get discussions going. I'm off to bed
Defense of Indra:
Ragnar has his battlestack on the march towards Indra. 9 Combat units + 5 siege. Losing Indra would be inconvenient, so we need to respond to it.
Good news is that stack has only 1 pikeman on 4.8str, and the rest are mostly injured and are 4.8-6.4 strength.
There's another knight 2 squares south, and another pile of units - mostly knights - in Cimmeriam another couple squares further southeast.
Stopping Ragnar offensive dead is necessary so that we can free up some units to take some cities off Asoka.
One plan is to let them advance one more square, but that requires our knights milling around without doing much this turn.
However, I much prefer the plan of taking the offensive and picking them off now. We have 8 Knights in range (and a few more airship strikes), all able to attack from the square south of Indra. None of his other knights can reach that square to retaliate, and our knights should easily have sufficient strength left to defend themselves.
We don't have enough to kill all, so a couple of survivors will live to tell the tale. What happens after depends on whether he sends the next stack in. If he starts sending knights, we may need to fight knights in the field, but with airship support, our superior knights should have no trouble taking him on.
As many knights as possible will be stripped off this area next turn and sent to the Asoka front.
Offense on Asoka:
Asoka is on the ropes. We need to press the advantage with what little ground troops we have.
There was a recommendation for hitting Patali first, but that would leave it completely surrounded by culture and would make defending it awkward and leave our troops bottled up.
Our strike force being largely siege at this point, makes it more efficient to hit Varanasi first and then move to Bombay. Hyperabad to the north can be hit by a small pure knight strikeforce. Patali itself may also be a good candidate to overrun with a knight strikeforce.
Airships:
More airships on Asoka will be useful. We have 3 there now, but unfortunately out of range of Bombay. So we will need some in either Madurai Fort, Patala or Varanasi. The latter allows them to assist the knight strikeforce on Hyperabad.
The two airships in production can join the Asoka front, so the 5 existing ones are useful where they are at the moment. The two in Isengard can soften the Ragnar stack threatening Indra, and the 3 in Madurai can either do the same if it improves out combat odds at the time, but otherwise will be used to give the Ragnar knights that are out in the field something to think about.
Worth noting is that they're researching gunpowder at the moment, so in 6 turns, the defence is going to get a little tougher.
I'll post this for the moment, while I go look at the domestic front and see where these wizard killing units are coming from, so that I can work out whether this war is likely to see reinforcements in the near future. There are two units in Fur city for the moment, and given Ragnar is tied up, I suggest pulling the longbowman towards the Asoka front and put him to work down there, potentially defending Varanasi or something like that when he gets there.