timmy827
King
Thoughts:
Current pop totals: (someone please double check my counting)
Mehmed 104
Izzy 68
Zara 33
Sal 69
Toku 82
Justinian 131
Us 122*
Our total includes the 11 at Devil's Gate (will lose 1 on capture, but get it back with the fur city founding.)
Counting us, Mehmed, Izzy and zara as sure votes gives 327. With Toku, 409. 609 total * 62% = 377 for victory. So, although the numbers will of course move around a bit we definitely need Toku's vote.
Toku relations, need +8 or more for his vote (thanks SilentConfusion for compiling this in post 507):
-1 base
-1 handicap
-1 worst enemies trade (assume this doesn't fade)
+1 resources (could go to +2. Anyone know where we are between 50 and 100 resource turns? Can gift stone + fish as no brainers, others will sting happy/health but worth it)
+1 peace (maxed)
+2 OB (maxed)
+1 "fair and forthright" (easily to +4 with more tech gifts)
+1 religion (assuming the bonk, no time for this to grow)
+1 or 2 mercantilism (maybe it will go up if he switches soon, probably not)
That leaves us with +7 (assuming +2 resources, +1 merc, no fade of worst enemies) meaning we are one short. We could get those conditions, or get a request for tribute/help to put us over the top, but I'm a bit worried. Other ideas? Any chance he would take a gift city on the northern island, or even Devil's Gate?
Another concern is that we might get a "your spy caused trouble" demerit if we are unlucky during the religious revolt. Not all failures cause it.
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Most cities will go to Wealth, as we will run out of $ before Economics.
Military forces already en route to the island (including Delhi's mace to be done this turn):
7 maces, 6 cats - absolutely plenty given what we face. I don't think any airships or whatnot are needed.
Will Slavery really help us? Based on the pop numbers we can whip some, but to what end?
The only builds I really see being necessary are the specialist buildings in Varanasi (which of course don't matter if we go Caste anyways, and we don't want to whip them because then we can't use them), and the two Spys (which once we hit the GA will finish in 3 turns anyways, plenty of time). If we want more spies, can build out of Bombay or Delhi. Caste gives us a slight advantage in GP at Varanasi, workshops to be built at Agra for UN, workshops on Wealth producing cities, abilities to make merchants anywhere, artists at DevilsGate for border pop. I think that is worth it.
What about Pacifism? We can't get Justin or Sal, and Izzy/Zara only have +1 currently and are safe. We should be fine to adopt that to speed Varanasi and revolt back if needed before the final vote.
From an old game on Epic, if the UN is built on turn N (meaning Agra is showing 1 turn to go when we end turn N)
SecGen vote N+1
announced N+2
Can proposed diplo vote N+9
Win N+10
The SecGen needs less than 50% so we can wait to bonk Toku until after that (following T-hawks advice to not leave him time to switch back, so on turn N+7 or so).
Spy success chances:
http://forums.civfanatics.com/showpost.php?p=6076611&postcount=30
Base fail chance between 0 and 25% based on EP ratio (assume it's 12.5%, we will have spent slightly more than Toku)
So we want to spread out the spies. Worst case is Toku has a spy in all cities, then fail chance per spy is ~40%. With 4 of them, I can live with a 2.5% chance all 4 fail. Of course, there are slight chances they get caught before then too.
Q about Economics Great Merchant: Probably doesn't matter as it will likely come before the final GP from Varanasi, but does it always appear in our capital? If not, any way to control/influence it?
One question: A lot of these numbers change with Golden Age, some (like the GPP in Varanasi) we can estimate, but total research is hard. Would the team be ok with me popping the golden age and doing nothing else to estimate tech times (still won't be perfect, if an AI comes up with a few hundred gold that would be nice).
Current pop totals: (someone please double check my counting)
Mehmed 104
Izzy 68
Zara 33
Sal 69
Toku 82
Justinian 131
Us 122*
Our total includes the 11 at Devil's Gate (will lose 1 on capture, but get it back with the fur city founding.)
Counting us, Mehmed, Izzy and zara as sure votes gives 327. With Toku, 409. 609 total * 62% = 377 for victory. So, although the numbers will of course move around a bit we definitely need Toku's vote.
Toku relations, need +8 or more for his vote (thanks SilentConfusion for compiling this in post 507):
-1 base
-1 handicap
-1 worst enemies trade (assume this doesn't fade)
+1 resources (could go to +2. Anyone know where we are between 50 and 100 resource turns? Can gift stone + fish as no brainers, others will sting happy/health but worth it)
+1 peace (maxed)
+2 OB (maxed)
+1 "fair and forthright" (easily to +4 with more tech gifts)
+1 religion (assuming the bonk, no time for this to grow)
+1 or 2 mercantilism (maybe it will go up if he switches soon, probably not)
That leaves us with +7 (assuming +2 resources, +1 merc, no fade of worst enemies) meaning we are one short. We could get those conditions, or get a request for tribute/help to put us over the top, but I'm a bit worried. Other ideas? Any chance he would take a gift city on the northern island, or even Devil's Gate?
Another concern is that we might get a "your spy caused trouble" demerit if we are unlucky during the religious revolt. Not all failures cause it.
-------
Most cities will go to Wealth, as we will run out of $ before Economics.
Military forces already en route to the island (including Delhi's mace to be done this turn):
7 maces, 6 cats - absolutely plenty given what we face. I don't think any airships or whatnot are needed.
Will Slavery really help us? Based on the pop numbers we can whip some, but to what end?
The only builds I really see being necessary are the specialist buildings in Varanasi (which of course don't matter if we go Caste anyways, and we don't want to whip them because then we can't use them), and the two Spys (which once we hit the GA will finish in 3 turns anyways, plenty of time). If we want more spies, can build out of Bombay or Delhi. Caste gives us a slight advantage in GP at Varanasi, workshops to be built at Agra for UN, workshops on Wealth producing cities, abilities to make merchants anywhere, artists at DevilsGate for border pop. I think that is worth it.
What about Pacifism? We can't get Justin or Sal, and Izzy/Zara only have +1 currently and are safe. We should be fine to adopt that to speed Varanasi and revolt back if needed before the final vote.
From an old game on Epic, if the UN is built on turn N (meaning Agra is showing 1 turn to go when we end turn N)
SecGen vote N+1
announced N+2
Can proposed diplo vote N+9
Win N+10
The SecGen needs less than 50% so we can wait to bonk Toku until after that (following T-hawks advice to not leave him time to switch back, so on turn N+7 or so).
Spy success chances:
http://forums.civfanatics.com/showpost.php?p=6076611&postcount=30
Base fail chance between 0 and 25% based on EP ratio (assume it's 12.5%, we will have spent slightly more than Toku)
So we want to spread out the spies. Worst case is Toku has a spy in all cities, then fail chance per spy is ~40%. With 4 of them, I can live with a 2.5% chance all 4 fail. Of course, there are slight chances they get caught before then too.
Q about Economics Great Merchant: Probably doesn't matter as it will likely come before the final GP from Varanasi, but does it always appear in our capital? If not, any way to control/influence it?
One question: A lot of these numbers change with Golden Age, some (like the GPP in Varanasi) we can estimate, but total research is hard. Would the team be ok with me popping the golden age and doing nothing else to estimate tech times (still won't be perfect, if an AI comes up with a few hundred gold that would be nice).