SGOTM 14 - Kakumeika

What is the war situation like? If we have all of asoka's cities perhaps a ceasefire is the safest way to go.

Can you get the west witches to joing the war? their peace treaty should be over, they might take care of any more caravels for us. Or can you bribe the south into the war?
 
Hmm, Ragnar really seems to be bringing the pressure. If we were to declare a cease fire for say, 2 turns, then Ragnar would probably attempt to attack Elizabeth. If he managed to scare her into a peace treaty before we could get back into war, then that would hit our shared-war bonus diplo.

On the other hand, it would allow us to heal and consolidate units for finishing off Asoka's homeland. The galleons would get a head start away from that pesky Caravel too. We could also position to attack Rangnar's stack better.

An insurance galleon sounds real good in case there are more caravels, as the Wizard mission absolutely must suceed. But granaries sound good too. I think Wizard has priority over our new cities' growth.


Up to you guys really. Just make sure not to sign a 10 turn peace treaty :lol:
I don't think anyone likes the East Witches, so the extra war dec. shouldn't hurt us.

We were only thinking of a possible cease fire next turn, after taking Asoka's last spoke city, if that looks like buying us time to sneak through Niani.

We look like we'll have enough healthy units to saturate our galleons to land on Ragnar, so healing time for the East war is not really a consideration.
 
We think the votes are in the bag because of the high chance of taking a Ragnar city, so not so fussed about buying granaries for our five newly-founded cities.

We can send two-three more knights from around Indra to get 11-12 for wizard combat, buying a fourth galleon this turn. We'll offer combat to the Ragnar caravel to find out if we need to buy yet a fifth galleon (and use a GG promo on it if so). Getting a fourth galleon will get 11 units for wizard combat T188.

We'll still have the option of 9 knights on T187 if we want it.
 
T182

UN built. We remembered to vote for Dot.

Asoka caravels moved around in a slightly annoying fashion.

Ragnar stack took out our pillaging knight, but we got a pikeman kill for it.

Ragnar caravel is camping wizard city. We could cease fire after taking last Asoka spoke city, or we could bust out now with the option of buying yet another galleon if we fail. Asoka has a caravel also harassing the wizard-taking galleons.

That cease fire could well be useful in keeping our naval assault on Ragnar more safe.

We'll take that last city in the most flexible and cheap way we can, do some scouting and probably upload mid-T182 for the next player to start, once the team's had a chance to consider the rammifications of that cease fire.

Took Kolhapur for no losses, so we own Asoka's whole spoke now.
 
I updated my population counts.

[pre]
Civ T153 T163 T173 T179 T182
Us 103 120 147 167 223
GWN 80 96 103 113 117
WWN 77 82 85 92 101
GWW 77 82 96 105 109
WWW 54 58 76 85 88
GWS 100 120 131 141 141
WWS 88 100 125 127 130
GWE 93 100 89 50 4
WWE 70 86 90 94 96
Total 742 844 942 974 1009
[/pre]



Currently our voting block of West-North-us has 638/1009 votes, which is 63.2%. So things look pretty good, with at least one Ragnar city capture very likely, and Mathura perhaps possible.
 
Save uploaded mid T182 http://gotm.civfanatics.net/saves/civ4sgotm14/Kakumeika_SG014_AD1220_01.CivBeyondSwordSave

Log
Spoiler :
Here is your Session Turn Log from 1190 AD to 1220 AD:

Turn 179, 1190 AD: Good Witch of the East adopts Caste System!
Turn 179, 1190 AD: You have discovered Mass Media!
Turn 179, 1190 AD: You have trained a Trebuchet in Washington. Work has now begun on a Knight.
Turn 179, 1190 AD: You have trained a Settler in GP Farm. Work has now begun on a Barracks.
Turn 179, 1190 AD: Silver City celebrates "We Love the President Day"!!!
Turn 179, 1190 AD: You have trained a Knight in Sheep City. Work has now begun on a Spy.
Turn 179, 1190 AD: Taoism has spread in Prayaga.

Turn 180, 1200 AD: The enemy has been spotted near Indraprastha!
Turn 180, 1200 AD: The enemy has been spotted near Indraprastha!
Turn 180, 1200 AD: Silver City has become happy.
Turn 180, 1200 AD: Phants City can hurry Settler for 249ℴ.
Turn 180, 1200 AD: Fur City has become happy.
Turn 180, 1200 AD: Madurai has become happy.
Turn 180, 1200 AD: Indraprastha has grown to size 4.
Turn 180, 1200 AD: Good Witch of the South has 110 gold available for trade.
Turn 180, 1200 AD: Your Trebuchet 2 (Isengard) has reduced the defenses of Madras to 60%!
Turn 180, 1200 AD: Your Airship 1 (Washington) has attacked an enemy Maceman! (-18% Damage)
Turn 180, 1200 AD: Your Trebuchet 1 (Isengard) has reduced the defenses of Madras to 56%!
Turn 180, 1200 AD: Your Trebuchet has reduced the defenses of Madras to 52%!
Turn 180, 1200 AD: Dorothy's Trebuchet (4.00) vs Good Witch of the East's Maceman (3.48)
Turn 180, 1200 AD: Combat Odds: 89.7%
Turn 180, 1200 AD: (Extra Combat: +10%)
Turn 180, 1200 AD: (Plot Defense: +52%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Attack: -175%)
Turn 180, 1200 AD: Your Trebuchet has caused collateral damage! (3 Units)
Turn 180, 1200 AD: Good Witch of the East's Maceman is hit for 20 (62/100HP)
Turn 180, 1200 AD: Good Witch of the East's Maceman is hit for 20 (42/100HP)
Turn 180, 1200 AD: Your Trebuchet has withdrawn from combat with a Maceman!
Turn 180, 1200 AD: Your Trebuchet 3 (Isengard) has reduced the defenses of Madras to 48%!
Turn 180, 1200 AD: Dorothy's Maceman (8.80) vs Good Witch of the East's Axeman (4.91)
Turn 180, 1200 AD: Combat Odds: 97.0%
Turn 180, 1200 AD: (Extra Combat: -10%)
Turn 180, 1200 AD: (Extra Combat: +10%)
Turn 180, 1200 AD: (Plot Defense: +48%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Attack: -75%)
Turn 180, 1200 AD: (Combat: -50%)
Turn 180, 1200 AD: (Combat: +50%)
Turn 180, 1200 AD: Dorothy's Maceman is hit for 15 (85/100HP)
Turn 180, 1200 AD: Good Witch of the East's Axeman is hit for 25 (66/100HP)
Turn 180, 1200 AD: Dorothy's Maceman is hit for 15 (70/100HP)
Turn 180, 1200 AD: Good Witch of the East's Axeman is hit for 25 (41/100HP)
Turn 180, 1200 AD: Good Witch of the East's Axeman is hit for 25 (16/100HP)
Turn 180, 1200 AD: Good Witch of the East's Axeman is hit for 25 (0/100HP)
Turn 180, 1200 AD: Dorothy's Maceman has defeated Good Witch of the East's Axeman!
Turn 180, 1200 AD: Your Maceman has destroyed a Axeman!
Turn 180, 1200 AD: Dorothy's Maceman 1 (Isengard) (8.00) vs Good Witch of the East's Swordsman (3.88)
Turn 180, 1200 AD: Combat Odds: 99.2%
Turn 180, 1200 AD: (Extra Combat: +10%)
Turn 180, 1200 AD: (Plot Defense: +48%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Attack: -75%)
Turn 180, 1200 AD: (Combat: -50%)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 27 (65/100HP)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 27 (38/100HP)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 27 (11/100HP)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 27 (0/100HP)
Turn 180, 1200 AD: Dorothy's Maceman 1 (Isengard) has defeated Good Witch of the East's Swordsman!
Turn 180, 1200 AD: Your Maceman 1 (Isengard) has destroyed a Swordsman!
Turn 180, 1200 AD: Dorothy's Bernard Montgomery (Knight) (11.00) vs Good Witch of the East's Horse Archer (6.62)
Turn 180, 1200 AD: Combat Odds: 96.2%
Turn 180, 1200 AD: (Extra Combat: -10%)
Turn 180, 1200 AD: (Extra Combat: +20%)
Turn 180, 1200 AD: Good Witch of the East's Horse Archer is hit for 25 (67/100HP)
Turn 180, 1200 AD: Good Witch of the East's Horse Archer is hit for 25 (42/100HP)
Turn 180, 1200 AD: Good Witch of the East's Horse Archer is hit for 25 (17/100HP)
Turn 180, 1200 AD: Good Witch of the East's Horse Archer is hit for 25 (0/100HP)
Turn 180, 1200 AD: Dorothy's Bernard Montgomery (Knight) has defeated Good Witch of the East's Horse Archer!
Turn 180, 1200 AD: Your Bernard Montgomery has destroyed a Horse Archer!
Turn 180, 1200 AD: Dorothy's Maceman (8.00) vs Good Witch of the East's Maceman (4.16)
Turn 180, 1200 AD: Combat Odds: 98.0%
Turn 180, 1200 AD: (Extra Combat: +10%)
Turn 180, 1200 AD: (Plot Defense: +48%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (Combat: -50%)
Turn 180, 1200 AD: (Combat: +75%)
Turn 180, 1200 AD: Good Witch of the East's Maceman is hit for 17 (8/100HP)
Turn 180, 1200 AD: Dorothy's Maceman is hit for 22 (78/100HP)
Turn 180, 1200 AD: Good Witch of the East's Maceman is hit for 17 (0/100HP)
Turn 180, 1200 AD: Dorothy's Maceman has defeated Good Witch of the East's Maceman!
Turn 180, 1200 AD: Your Maceman has destroyed a Maceman!
Turn 180, 1200 AD: Dorothy's Crossbowman (7.80) vs Good Witch of the East's Trebuchet (4.00)
Turn 180, 1200 AD: Combat Odds: 99.5%
Turn 180, 1200 AD: (Extra Combat: -30%)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 27 (73/100HP)
Turn 180, 1200 AD: Dorothy's Crossbowman is hit for 14 (86/100HP)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 27 (46/100HP)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 27 (19/100HP)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 27 (0/100HP)
Turn 180, 1200 AD: Dorothy's Crossbowman has defeated Good Witch of the East's Trebuchet!
Turn 180, 1200 AD: Your Crossbowman has destroyed a Trebuchet!
Turn 180, 1200 AD: You have captured a Worker
Turn 180, 1200 AD: You have captured Madras!!!
Turn 180, 1200 AD: Your Airship has attacked an enemy Swordsman! (-17% Damage)
Turn 180, 1200 AD: Dorothy's Maceman (8.00) vs Good Witch of the East's Swordsman (11.95)
Turn 180, 1200 AD: Combat Odds: 10.2%
Turn 180, 1200 AD: (Extra Combat: +10%)
Turn 180, 1200 AD: (Plot Defense: +125%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: (City Attack: -20%)
Turn 180, 1200 AD: (Combat: -50%)
Turn 180, 1200 AD: (Amphibious Attack: +50%)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 15 (68/100HP)
Turn 180, 1200 AD: Dorothy's Maceman is hit for 25 (75/100HP)
Turn 180, 1200 AD: Dorothy's Maceman is hit for 25 (50/100HP)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 15 (53/100HP)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 15 (38/100HP)
Turn 180, 1200 AD: Dorothy's Maceman is hit for 25 (25/100HP)
Turn 180, 1200 AD: Dorothy's Maceman is hit for 25 (0/100HP)
Turn 180, 1200 AD: Good Witch of the East's Swordsman has defeated Dorothy's Maceman!
Turn 180, 1200 AD: Your Maceman has died trying to attack a Swordsman!
Turn 180, 1200 AD: Dorothy's Knight 2 (Washington) (12.00) vs Good Witch of the East's Swordsman (5.92)
Turn 180, 1200 AD: Combat Odds: 99.4%
Turn 180, 1200 AD: (Extra Combat: -20%)
Turn 180, 1200 AD: (Extra Combat: +10%)
Turn 180, 1200 AD: (Plot Defense: +125%)
Turn 180, 1200 AD: (Fortify: +25%)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 21 (17/100HP)
Turn 180, 1200 AD: Good Witch of the East's Swordsman is hit for 21 (0/100HP)
Turn 180, 1200 AD: Dorothy's Knight 2 (Washington) has defeated Good Witch of the East's Swordsman!
Turn 180, 1200 AD: Your Knight 2 (Washington) has destroyed a Swordsman!
Turn 180, 1200 AD: Dorothy's Knight 5 (Washington) (9.49) vs Good Witch of the East's Trebuchet (4.00)
Turn 180, 1200 AD: Combat Odds: 99.0%
Turn 180, 1200 AD: (Extra Combat: -30%)
Turn 180, 1200 AD: Dorothy's Knight 5 (Washington) is hit for 12 (61/100HP)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 32 (68/100HP)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 32 (36/100HP)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 32 (4/100HP)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 32 (0/100HP)
Turn 180, 1200 AD: Dorothy's Knight 5 (Washington) has defeated Good Witch of the East's Trebuchet!
Turn 180, 1200 AD: Your Knight 5 (Washington) has destroyed a Trebuchet!
Turn 180, 1200 AD: Dorothy's Maceman (8.00) vs Good Witch of the East's Trebuchet (0.24)
Turn 180, 1200 AD: Combat Odds: 100.0%
Turn 180, 1200 AD: (Amphibious Attack: +50%)
Turn 180, 1200 AD: Good Witch of the East's Trebuchet is hit for 31 (0/100HP)
Turn 180, 1200 AD: Dorothy's Maceman has defeated Good Witch of the East's Trebuchet!
Turn 180, 1200 AD: Your Maceman has destroyed a Trebuchet!
Turn 180, 1200 AD: You have captured Bombay!!!
Turn 180, 1200 AD: You have plundered 21ℴ from the Town!
Turn 180, 1200 AD: Spam has been founded.
Turn 180, 1200 AD: Your Airship 5 (Culture Bridge) has attacked an enemy Berserker! (-15% Damage)
Turn 180, 1200 AD: Your Airship 4 (Silver City) has attacked an enemy Berserker! (-18% Damage)
Turn 180, 1200 AD: Your Airship has attacked an enemy Berserker! (-15% Damage)
Turn 180, 1200 AD: Your Airship 2 (Washington) has attacked an enemy Berserker! (-15% Damage)
Turn 180, 1200 AD: Clearing a Forest has created 6 ℤ for Wizard City.
Turn 180, 1200 AD: You have plundered 32ℴ from the Village!
Turn 180, 1200 AD: You have plundered 21ℴ from the Village!
Turn 180, 1200 AD: You have plundered 11ℴ from the Hamlet!
Turn 180, 1200 AD: Ayodhya will grow to size 2 on the next turn.
Turn 180, 1200 AD: You have trained a Knight in Washington. Work has now begun on The United Nations.
Turn 180, 1200 AD: Dorothy has completed The Taj Mahal!
Turn 180, 1200 AD: You have constructed The Taj Mahal in Stone City. Work has now begun on a Barracks.
Turn 180, 1200 AD: You have trained a Knight in Gems City. Work has now begun on a Knight.
Turn 180, 1200 AD: Silver City celebrates "We Love the President Day"!!!
Turn 180, 1200 AD: Wicked Witch of the West converts to Hinduism!
Turn 180, 1200 AD: Wicked Witch of the North adopts Mercantilism!

Turn 181, 1210 AD: The enemy has been spotted near Ayodhya!
Turn 181, 1210 AD: The enemy has been spotted near Ayodhya!
Turn 181, 1210 AD: The enemy has been spotted near Wizard City!
Turn 181, 1210 AD: GP Farm has become happy.
Turn 181, 1210 AD: GP Farm can hurry Settler for 132ℴ.
Turn 181, 1210 AD: Marble City has grown to size 10.
Turn 181, 1210 AD: Sheep City can hurry Knight for 189ℴ.
Turn 181, 1210 AD: Fur City has grown to size 10.
Turn 181, 1210 AD: Fur City can hurry Pikeman for 153ℴ.
Turn 181, 1210 AD: Madurai has become unhappy.
Turn 181, 1210 AD: Indraprastha can hurry Pikeman for 144ℴ.
Turn 181, 1210 AD: Ayodhya has grown to size 2.
Turn 181, 1210 AD: Ayodhya can hurry Granary for 168ℴ.
Turn 181, 1210 AD: Varanasi has become healthy.
Turn 181, 1210 AD: Spam can hurry Granary for 174ℴ.
Turn 181, 1210 AD: Wicked Witch of the West has 90 gold available for trade.
Turn 181, 1210 AD: The borders of Spam are about to expand.
Turn 181, 1210 AD: Your Trebuchet has reduced the defenses of Calcutta to 24%!
Turn 181, 1210 AD: Your Trebuchet has reduced the defenses of Calcutta to 8%!
Turn 181, 1210 AD: Your Trebuchet has reduced the defenses of Calcutta to 0%!
Turn 181, 1210 AD: Your Airship has attacked an enemy Maceman! (-18% Damage)
Turn 181, 1210 AD: Your Airship 1 (Washington) has attacked an enemy Longbowman! (-20% Damage)
Turn 181, 1210 AD: Dorothy's Trebuchet (4.00) vs Good Witch of the East's Maceman (3.11)
Turn 181, 1210 AD: Combat Odds: 92.3%
Turn 181, 1210 AD: (Extra Combat: +10%)
Turn 181, 1210 AD: (Fortify: +25%)
Turn 181, 1210 AD: (City Attack: -145%)
Turn 181, 1210 AD: Your Trebuchet has caused collateral damage! (2 Units)
Turn 181, 1210 AD: Dorothy's Trebuchet is hit for 18 (82/100HP)
Turn 181, 1210 AD: Good Witch of the East's Maceman is hit for 21 (61/100HP)
Turn 181, 1210 AD: Dorothy's Trebuchet is hit for 18 (64/100HP)
Turn 181, 1210 AD: Good Witch of the East's Maceman is hit for 21 (40/100HP)
Turn 181, 1210 AD: Your Trebuchet has withdrawn from combat with a Maceman!
Turn 181, 1210 AD: Your Airship 3 (Phants City) has attacked an enemy Swordsman! (-12% Damage)
Turn 181, 1210 AD: Dorothy's Trebuchet 4 (Phants City) (4.00) vs Good Witch of the East's Longbowman (2.53)
Turn 181, 1210 AD: Combat Odds: 94.1%
Turn 181, 1210 AD: (Fortify: +25%)
Turn 181, 1210 AD: (City Defense: +25%)
Turn 181, 1210 AD: (City Attack: -120%)
Turn 181, 1210 AD: Your Trebuchet 4 (Phants City) has caused collateral damage! (1 Unit)
Turn 181, 1210 AD: Good Witch of the East's Longbowman is hit for 22 (50/100HP)
Turn 181, 1210 AD: Good Witch of the East's Longbowman is hit for 22 (28/100HP)
Turn 181, 1210 AD: Your Trebuchet 4 (Phants City) has withdrawn from combat with a Longbowman!
Turn 181, 1210 AD: Dorothy's Maceman (8.00) vs Good Witch of the East's Swordsman (3.19)
Turn 181, 1210 AD: Combat Odds: 99.9%
Turn 181, 1210 AD: (Extra Combat: +10%)
Turn 181, 1210 AD: (Fortify: +25%)
Turn 181, 1210 AD: (City Attack: -20%)
Turn 181, 1210 AD: (Combat: -50%)
Turn 181, 1210 AD: Dorothy's Maceman is hit for 13 (87/100HP)
Turn 181, 1210 AD: Good Witch of the East's Swordsman is hit for 28 (44/100HP)
Turn 181, 1210 AD: Good Witch of the East's Swordsman is hit for 28 (16/100HP)
Turn 181, 1210 AD: Dorothy's Maceman is hit for 13 (74/100HP)
Turn 181, 1210 AD: Good Witch of the East's Swordsman is hit for 28 (0/100HP)
Turn 181, 1210 AD: Dorothy's Maceman has defeated Good Witch of the East's Swordsman!
Turn 181, 1210 AD: Your Maceman has destroyed a Swordsman!
Turn 181, 1210 AD: Dorothy's Maceman (8.00) vs Good Witch of the East's Maceman (3.20)
Turn 181, 1210 AD: Combat Odds: 99.1%
Turn 181, 1210 AD: (Extra Combat: +10%)
Turn 181, 1210 AD: (Fortify: +25%)
Turn 181, 1210 AD: (Combat: -50%)
Turn 181, 1210 AD: (Combat: +75%)
Turn 181, 1210 AD: Good Witch of the East's Maceman is hit for 20 (5/100HP)
Turn 181, 1210 AD: Good Witch of the East's Maceman is hit for 20 (0/100HP)
Turn 181, 1210 AD: Dorothy's Maceman has defeated Good Witch of the East's Maceman!
Turn 181, 1210 AD: Your Maceman has destroyed a Maceman!
Turn 181, 1210 AD: Dorothy's Maceman (8.00) vs Good Witch of the East's Longbowman (2.25)
Turn 181, 1210 AD: Combat Odds: 100.0%
Turn 181, 1210 AD: (Fortify: +25%)
Turn 181, 1210 AD: (City Defense: +25%)
Turn 181, 1210 AD: Good Witch of the East's Longbowman is hit for 23 (2/100HP)
Turn 181, 1210 AD: Dorothy's Maceman is hit for 16 (84/100HP)
Turn 181, 1210 AD: Dorothy's Maceman is hit for 16 (68/100HP)
Turn 181, 1210 AD: Good Witch of the East's Longbowman is hit for 23 (0/100HP)
Turn 181, 1210 AD: Dorothy's Maceman has defeated Good Witch of the East's Longbowman!
Turn 181, 1210 AD: Your Maceman has destroyed a Longbowman!
Turn 181, 1210 AD: You have captured a Worker
Turn 181, 1210 AD: You have captured a Worker
Turn 181, 1210 AD: You have captured a Worker
Turn 181, 1210 AD: You have captured Calcutta!!!
Turn 181, 1210 AD: Your Maceman has destroyed a Fast Worker!
Turn 181, 1210 AD: You have captured a Worker
Turn 181, 1210 AD: MiddleCity has been founded.
Turn 181, 1210 AD: Ham has been founded.
Turn 181, 1210 AD: Bacon has been founded.
Turn 181, 1210 AD: Your Airship has attacked an enemy Knight! (-19% Damage)
Turn 181, 1210 AD: Your Airship 2 (Washington) has attacked an enemy Knight! (-18% Damage)
Turn 181, 1210 AD: You have plundered 30ℴ from the Town!
Turn 181, 1210 AD: You have plundered 9ℴ from the Town!
Turn 181, 1210 AD: You have plundered 34ℴ from the Village!
Turn 181, 1210 AD: You have plundered 27ℴ from the Village!
Turn 181, 1210 AD: Silver City will grow to size 12 on the next turn.
Turn 181, 1210 AD: Culture Bridge will grow to size 9 on the next turn.
Turn 181, 1210 AD: Sheep City will grow to size 7 on the next turn.
Turn 181, 1210 AD: Indraprastha will grow to size 5 on the next turn.
Turn 181, 1210 AD: Wicked Witch of the West/Good Witch of the West has declared war on Wicked Witch of the East/Good Witch of the East!
Turn 181, 1210 AD: Dorothy has completed The United Nations!
Turn 181, 1210 AD: You have trained a Knight in Isengard. Work has now begun on a Knight.
Turn 181, 1210 AD: You have trained a Galleon in Wizard City. Work has now begun on a Spy.
Turn 181, 1210 AD: The borders of Spam have expanded!
Turn 181, 1210 AD: Good Witch of the West has founded Ujjain in a distant land.
Turn 181, 1210 AD: Wicked Witch of the East's Pikeman (7.80) vs Dorothy's Knight (5.26)
Turn 181, 1210 AD: Combat Odds: 89.8%
Turn 181, 1210 AD: (Extra Combat: -30%)
Turn 181, 1210 AD: (Extra Combat: +10%)
Turn 181, 1210 AD: (Combat: -100%)
Turn 181, 1210 AD: Dorothy's Knight is hit for 24 (76/100HP)
Turn 181, 1210 AD: Dorothy's Knight is hit for 24 (52/100HP)
Turn 181, 1210 AD: Wicked Witch of the East's Pikeman is hit for 16 (84/100HP)
Turn 181, 1210 AD: Wicked Witch of the East's Pikeman is hit for 16 (68/100HP)
Turn 181, 1210 AD: Dorothy's Knight is hit for 24 (28/100HP)
Turn 181, 1210 AD: Wicked Witch of the East's Pikeman is hit for 16 (52/100HP)
Turn 181, 1210 AD: Wicked Witch of the East's Pikeman is hit for 16 (36/100HP)
Turn 181, 1210 AD: Dorothy's Knight is hit for 24 (4/100HP)
Turn 181, 1210 AD: Wicked Witch of the East's Pikeman is hit for 16 (20/100HP)
Turn 181, 1210 AD: Wicked Witch of the East's Pikeman is hit for 16 (4/100HP)
Turn 181, 1210 AD: Wicked Witch of the East's Pikeman is hit for 16 (0/100HP)
Turn 181, 1210 AD: Dorothy's Knight has defeated Wicked Witch of the East's Pikeman!
Turn 181, 1210 AD: While defending, your Knight has killed a Viking Pikeman!
Turn 181, 1210 AD: Wicked Witch of the East's Berserker (9.12) vs Dorothy's Knight (0.44)
Turn 181, 1210 AD: Combat Odds: 100.0%
Turn 181, 1210 AD: (Extra Combat: -20%)
Turn 181, 1210 AD: (Extra Combat: +10%)
Turn 181, 1210 AD: Dorothy's Knight is hit for 25 (0/100HP)
Turn 181, 1210 AD: Wicked Witch of the East's Berserker has defeated Dorothy's Knight!
Turn 181, 1210 AD: While defending, your Knight was destroyed by a Viking Berserker!
Turn 181, 1210 AD: Sojourner Truth (Great Prophet) has been born in Uppsala (Wicked Witch of the East)!
Turn 181, 1210 AD: Wicked Witch of the North/Good Witch of the North has made peace with Wicked Witch of the East/Good Witch of the East!

Turn 182, 1220 AD: The enemy has been spotted near Ayodhya!
Turn 182, 1220 AD: The enemy has been spotted near Ayodhya!
Turn 182, 1220 AD: The enemy has been spotted near Wizard City!
Turn 182, 1220 AD: Silver City has grown to size 12.
Turn 182, 1220 AD: Isengard can hurry Knight for 405ℴ.
Turn 182, 1220 AD: Culture Bridge has grown to size 9.
Turn 182, 1220 AD: Sheep City has grown to size 7.
Turn 182, 1220 AD: Indraprastha has grown to size 5.
Turn 182, 1220 AD: Pataliputra will be pacified on the next turn.
Turn 182, 1220 AD: MiddleCity can hurry Granary for 174ℴ.
Turn 182, 1220 AD: Ham can hurry Granary for 174ℴ.
Turn 182, 1220 AD: Bacon can hurry Granary for 174ℴ.
Turn 182, 1220 AD: Wicked Witch of the South has 120 gold available for trade.
Turn 182, 1220 AD: Good Witch of the South will trade Constitution
Turn 182, 1220 AD: Wicked Witch of the South will trade Constitution
Turn 182, 1220 AD: Wicked Witch of the West will trade Constitution
Turn 182, 1220 AD: Good Witch of the West will trade Constitution
Turn 182, 1220 AD: Your Airship has attacked an enemy Longbowman! (-19% Damage)
Turn 182, 1220 AD: Your Trebuchet has reduced the defenses of Kolhapur to 4%!
Turn 182, 1220 AD: Dorothy's Trebuchet 5 (Isengard) (4.00) vs Good Witch of the East's Longbowman (2.83)
Turn 182, 1220 AD: Combat Odds: 91.9%
Turn 182, 1220 AD: (Plot Defense: +4%)
Turn 182, 1220 AD: (Fortify: +25%)
Turn 182, 1220 AD: (City Defense: +45%)
Turn 182, 1220 AD: (City Attack: -145%)
Turn 182, 1220 AD: Your Trebuchet 5 (Isengard) has caused collateral damage! (2 Units)
Turn 182, 1220 AD: Dorothy's Trebuchet 5 (Isengard) is hit for 17 (83/100HP)
Turn 182, 1220 AD: Dorothy's Trebuchet 5 (Isengard) is hit for 17 (66/100HP)
Turn 182, 1220 AD: Good Witch of the East's Longbowman is hit for 22 (59/100HP)
Turn 182, 1220 AD: Dorothy's Trebuchet 5 (Isengard) is hit for 17 (49/100HP)
Turn 182, 1220 AD: Good Witch of the East's Longbowman is hit for 22 (37/100HP)
Turn 182, 1220 AD: Dorothy's Trebuchet 5 (Isengard) is hit for 17 (32/100HP)
Turn 182, 1220 AD: Your Trebuchet 5 (Isengard) has withdrawn from combat with a Longbowman!
Turn 182, 1220 AD: Dorothy's Knight 1 (Isengard) (12.35) vs Good Witch of the East's Axeman (6.32)
Turn 182, 1220 AD: Combat Odds: 97.9%
Turn 182, 1220 AD: (Extra Combat: -30%)
Turn 182, 1220 AD: (Extra Combat: +10%)
Turn 182, 1220 AD: (Plot Defense: +4%)
Turn 182, 1220 AD: (Fortify: +25%)
Turn 182, 1220 AD: Dorothy's Knight 1 (Isengard) is hit for 14 (81/100HP)
Turn 182, 1220 AD: Dorothy's Knight 1 (Isengard) is hit for 14 (67/100HP)
Turn 182, 1220 AD: Dorothy's Knight 1 (Isengard) is hit for 14 (53/100HP)
Turn 182, 1220 AD: Good Witch of the East's Axeman is hit for 27 (64/100HP)
Turn 182, 1220 AD: Dorothy's Knight 1 (Isengard) is hit for 14 (39/100HP)
Turn 182, 1220 AD: Good Witch of the East's Axeman is hit for 27 (37/100HP)
Turn 182, 1220 AD: Good Witch of the East's Axeman is hit for 27 (10/100HP)
Turn 182, 1220 AD: Dorothy's Knight 1 (Isengard) is hit for 14 (25/100HP)
Turn 182, 1220 AD: Good Witch of the East's Axeman is hit for 27 (0/100HP)
Turn 182, 1220 AD: Dorothy's Knight 1 (Isengard) has defeated Good Witch of the East's Axeman!
Turn 182, 1220 AD: Your Knight 1 (Isengard) has destroyed a Axeman!
Turn 182, 1220 AD: Dorothy's Maceman (8.00) vs Good Witch of the East's Horse Archer (5.52)
Turn 182, 1220 AD: Combat Odds: 93.9%
Turn 182, 1220 AD: (Extra Combat: +20%)
Turn 182, 1220 AD: (City Attack: -20%)
Turn 182, 1220 AD: Good Witch of the East's Horse Archer is hit for 23 (69/100HP)
Turn 182, 1220 AD: Good Witch of the East's Horse Archer is hit for 23 (46/100HP)
Turn 182, 1220 AD: Dorothy's Maceman is hit for 16 (84/100HP)
Turn 182, 1220 AD: Dorothy's Maceman is hit for 16 (68/100HP)
Turn 182, 1220 AD: Dorothy's Maceman is hit for 16 (52/100HP)
Turn 182, 1220 AD: Good Witch of the East's Horse Archer is hit for 23 (23/100HP)
Turn 182, 1220 AD: Good Witch of the East's Horse Archer is hit for 23 (0/100HP)
Turn 182, 1220 AD: Dorothy's Maceman has defeated Good Witch of the East's Horse Archer!
Turn 182, 1220 AD: Your Maceman has destroyed a Horse Archer!
Turn 182, 1220 AD: Dorothy's Bernard Montgomery (Knight) (11.00) vs Good Witch of the East's Longbowman (2.61)
Turn 182, 1220 AD: Combat Odds: 100.0%
Turn 182, 1220 AD: (Extra Combat: -10%)
Turn 182, 1220 AD: (Plot Defense: +4%)
Turn 182, 1220 AD: (Fortify: +25%)
Turn 182, 1220 AD: (City Defense: +45%)
Turn 182, 1220 AD: Good Witch of the East's Longbowman is hit for 25 (0/100HP)
Turn 182, 1220 AD: Dorothy's Bernard Montgomery (Knight) has defeated Good Witch of the East's Longbowman!
Turn 182, 1220 AD: Your Bernard Montgomery has destroyed a Longbowman!
Turn 182, 1220 AD: You have captured a Worker
Turn 182, 1220 AD: You have captured Kolhapur!!!
 
Screenshots of war regions
 

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Very nice job Frogdude! :band:

You conquered all of Asoka's spoke in only 9 turns! That is way better than we had hoped for.

The UN got built on time and the amphibious knights are on their way to kill the Wizard. We are over the 62% vote mark and all our allies love us.



I see the North Witches have made peace with Ragnar. We might just want to take advantage of a short cease fire to move galleons and units around to invade Ragnar safely and get our galleons off towards Wizard. Hopefully the next player can bring home the win in their turnset :D.
 
I see Ragnar's capital is not on an island either. My pet theory is dead haha. I will have to go back and look at what went wrong later.


Good heavens, Ragnar sure has a lot of castles. If we can take Asoka's last city, all those Asoka naval units should vanish.
 
I see Ragnar's capital is not on an island either. My pet theory is dead haha. I will have to go back and look at what went wrong later.


Good heavens, Ragnar sure has a lot of castles. If we can take Asoka's last city, all those Asoka naval units should vanish.

The SE corner city looks like a cheap hit.

With North taking peace and unable to be brought back into the war, we could take full peace to simplify the final turns, assuming that our existing vote buffer is sufficient. We'd only lose shared war with west (who we just bribed back into the war). Ragnar's stack would be impotent behind closed borders.

Peace will also make our cities more happy.
 
Very nice job Frogdude! :band:

You conquered all of Asoka's spoke in only 9 turns! That is way better than we had hoped for.

The UN got built on time and the amphibious knights are on their way to kill the Wizard. We are over the 62% vote mark and all our allies love us.

I see the North Witches have made peace with Ragnar. We might just want to take advantage of a short cease fire to move galleons and units around to invade Ragnar safely and get our galleons off towards Wizard. Hopefully the next player can bring home the win in their turnset :D.

There are 12 knights on their way. The last 3 were hastily rounded up, and thus will need part of the GG put on them if they are to become amphibious.

The witches all love us except Montezuma, who decided to be hindu a turn ago. The decision made at the time was that we wanted to flip him back within 5 turns of the vote so he didn't have time to switch away again.
 
:goodjob: everything is looking good. Lots of details in that turnset and you did great!

Sun Tzu Wu... in the hole
mabraham... waiting
Tachywaxon... passing?
Walter_Wolf... passing?
Kaitzilla... waiting
frogdude... waiting
bcool... UP NOW
shulec... on deck

I've got the save
 
Also bribing West back into the war for Elec. No rush to flip them back to Taoism.

I'm sure you meant it would be a strategic mistake to convert the West Witches to Taoism now/very soon, because they would convert back to Hinduism and then we would be forced to convert them back again via espionage (can't wait 5t to bribe them, assuming that's even possible).

Ideally we want both Western and Northern Witches to either be committed to stay with Taoism or to convert to Taoism 5t or less from the Diplomatic Victory Resolution Ballot turn (1t before the win).

On the other hand, we may want the Western Witches to share Taoism with us more turns to possibly get +1 more diplomatic bonus.

Potentially Fatal Diplomatic Mistake:

A potentially fatal mistake is converting the Western Witches 6t before the DV vote, giving us _no_ chance to convert them back after the switch to Hinduism at the end of the turn just prior to the DV vote. We would have no chance to convert them back to Taoism in time to help our diplomacy.

Sun Tzu Wu
 
The Wicked Witch of the East offers the following for a Peace Treaty:

Gunpowder
City of Cimmerian (6P)
100W
World Map

We should consider this, but another +1 Shared War with West Witches against Eastern Witches will further our DV goal much better perhaps. We should delay Peace until ...

The above deal will probably be available on the turn of the DV vote and we would get Cimmerian's Vote essentially for nothing. Remember that vote counting occurs at the end of the turn, not at the beginning when you commit to one side of a resolution or neither (or defy except on DV).

Sun Tzu Wu
 
The timer is ticking... plan to win in 8 turns (T182, T183, T184, T185, T186, T187, T188, T189 victory screen)

We must
  • Kill the wizard
  • Secure votes for diplo victory

Killing the wizard

Options and contingencies

Option 1: Attack ragnar's galleon caravel with our galleon in Wizard City this turn T182
--If we win big (nearly no damage) then we sail on alone and hope we can avoid or handle Asoka's caravel which lurks in the area. And hope to organize 12 knights to attack on T188 and use the GG to give 2 of those knights Combat IV.
--If we win but are heavily damaged, retreat into Wizard City, buy another galleon (delaying the spy), use GG to promote these 2 galleons to navigation I and knights in the city to combat III the next turn. Then organize a 12 knight attack on T188.
--If we lose and heavily damage the caravel, take one of the 3 galleons back and finish off the caravel. Buy another galleon this turn. Use GG the next turn to promote the galleon we bought and the one that backtracked to flanking and navigation I and upgrade knights in the city to combat III. Organize a 12 knight attack on T188.
--If we lose big time (do nearly no damage to the caravel) then we conitue on with 9 knights with existing 3 galleons already on the way and use the GG to upgrade 2 knights to combat 4. Have Wizard Knights 10,11,12 return to the front with the eastern witches. I don't want to buy another galleon and use the GG on it that would then have to sail alone to the Emerald city.

I think all of the contingencies will work, so the attack this turn is what I plan to do. I would rather do a cease fire.

Option 2: Attack T183 with existing galleon and another one bought this turn.
The other option that occured to me is to buy a galleon this turn, and attack next turn, but this forces us to use the GG on the galleons. There is a decent chance of a better outcome if we attack this turn. Although if we did attack next turn we could have airship support and therefore make the attack more likely to succeed. If we did lose the first battle then we would have to sail alone to the emerald city with the remaining galleon who might be damaged from finishing off the caravel. Conceivably we could lose both battles and then we would have partially wasted the great general.

Option 3: cease fire. If we call a cease fire for 2 turns then we are virtually guaranteed to get 12 knights to the wizard and can use the GG to get 2 combat III knights and give wizard knights 10,11,12 the amphibious promotion. The existing galleons can sail past Ragnar's and Asoka's caravels and likely get out of their threat range.
I don't think this compromises the war effort at all. Since we can use this time to organize for a naval assault on Ragnar's non-castle cities. We temporarily would lose the shared military struggle bonuses, but I think this is fine since we have multiple ways to improve the relations still. (still can get another shared resources from gandhi and monty, we will get +1 for favorite civic from monty next turn, we will get another for shared religion with gandhi presumably, we will obviously flip monty back to taoism with less than 5 turns to go)

Option 4: Peace Treaty
If we sign a peace treaty for 10 turns then we are guaranteed to get 12 knights to the wizard and can use the GG to get 2 combat III knights and give wizard knights 10,11,12 the amphibious promotion. The existing galleons can sail past Ragnar's and Asoka's caravels.

I personally like option 3. I want to continue the war :D :ar15:

Option 3 & 4 together. Cease fire now for 2 turns, DOW again capture what we can of ragnar, sign peace treaty with them T188 for Cimmerian perhaps as STW suggests above. Hmm, I think the vote might be close for Gandhi and Monty if I am unable to prevent them from switching to free religion or keeping them in taoism, so I think it is safer to keep the war going for the diplo bonuses from shared military struggle.

So right now I like Option 3, cease fire, DoW again in 2 turns and continue the war until the end.

Secure the votes

It looks like we have the numbers already and it was suggested we could end the war.
I want to continue the war. I would like to take at least 1 of Ragnar's cities without a castle for insurance.

We also have a ton of new cities that will grow at least 1 for us. I think the vote is well in hand in terms of numbers.

Relations
work in progress, but I think we have this well handled as well. Only thing we really want to do is get spies in place for insurance and the required flip of Monty back to Taoism on T184, T185, T186, or T187

Gandhi
+1 peace
+2 share faith
+1 resources (will give him marble now, will give him deer now as well--we don't need the health right now and we will get banana T186)
+2 OB
+2 military struggle (will go down to +1 with cease fire, then back +2 with DoW, then +1? with peace treaty)
+4 trade relations
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) So this spy might be too late.

Monty
+1 peace
+1 resources (will give him silk next turn when I can cancel it with Mansa, will give him wheat T186 when we get another one from asoka's lands)
+2 OB
+2 military (will go down to +1 with cease fire, then back +2 with DoW, then +1? with peace treaty)
+1 civics (going up T183)
+4 trade
+2 share discoveries
-4 heathen religion (flipping him back to taoism on T184 hopefully so this becomes most likely a +2 instead of a -4)
-1 spy
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


Elizabeth
+1 peace
+2 share faith
+2 resources
+2 OB
+2 military (might go down)
+4 trade
-2 close borders
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)
On T187 last minute switch to hereditary rule is in order for an additional +1 with Elizabeth. (Which means we can't change any other civics until T187)
Gifting Elizabeth Boston is an option on T187 if we don't need spies to flip her civics or religion by then.


Genghis
+1 peace
+2 share faith
+2 resources
+2 OB
+2 military (might go down)
+2 civics
+4 trade
+1 tribure
-1 close borders
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.

Preventing last minute switch to free religion
If I think we will lose an AI's vote by them switching to free religion, then I will either ask them to change civics diplomatically on T184-T187 or I will use a spy to change one of their civics on T184-T187 or later.

Random thoughts for the turn set
  • trade physics to shaka for constitution and 120 gold (I hope to trade for corporation for the free trade route in all of our cities soon)
  • finishing the fort NW of Madurai will let us get the knights from Cultural Bridge to the front against Ragnar in 2 turns. A little sad to see the other fort farmed over near Madurai
  • airships to Kolhapur, should be able to hit Ragnar's city without a castle that is in the SE corner
  • drop medic knight in galleon stack so galleons heal a bit faster
  • I see Karl is finishing a road for the emergency backup spy for gandhi
  • looks like a granary in the river city north of the capital makes sense
  • more missionaries? I'll see if they might make sense. --I don't think they make sense a gifted missionary to Genghis on T183 won't be able to make it to any of his cities in time to make any difference.
  • more spies will be built
  • I need to figure out where the best granary purchases are. I will be prioritizing spy and missionary builds rather than wealth builds especially since the cease fire will give me a temporary breather from the war weariness. This means I will likely have the gold to buy at least a couple of granaries. Where will they make the most impact?
    Is a granary cheaper than buying another settler in terms of gold for population?
    Looks like a granary in middle city, ham, bacon, ayodhya all translate into 1 more pop by end of T187. There is one more place to put a settler 3N1E of Varanasi. I'll build a settler in Washington since it isn't growing anyways.
    I should be able to afford all 4 granaries with a little bit of pillaging around Bombay and other indian cities that would come out of revolt until after the game is over. Pillages will focus on the towns, village, hamlets, and cottages - no resources. Perhaps some workshops that will never be in our culture as well but those are clearly lower priority.
  • run artist in Wizard City, since it is under a bit of cultural pressure. I doubt it would revolt, but doesn't an artist doesn't hurt, it is done with rush buys. we can rush buy another spy and put another spy in Genghis lands. I'll do that if I have the gold and I will do it inexpensively.
 
The timer is ticking... plan to win in 8 turns

We win in 7 turns, because the DV resolution comes up in 6t, we vote and win a turn later.

We win 8 turns from construction of The United Nations which occurred last turn (t181)!

Sun Tzu Wu
 
We win in 7 turns, because the DV resolution comes up in 6t, we vote and win a turn later.

We win 8 turns from construction of The United Nations which occurred last turn (t181)!

Sun Tzu Wu

If you count this turn T182, T183, T184, T185, T186, T187, T188, T89 (that is 8 turns)
 
If you count this turn T182, T183, T184, T185, T186, T187, T188, T189 (that is 8 turns)

If it were t189, in how many turns do we win? 0t, because we have already won. We have 7 turns to play; we hope we do not need to play turn 189, because that would mean we have lost the 1st DV resolution. So please stop implying that we will be playing t189; we certainly hope we will not.

To play turn 189, after we win, we need to click on a button labeled "play one more turn" or something similar and we certainly do not want to do that!

Sun Tzu Wu
 
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