SGOTM 14 - One Short Straw

I just worldbuildered the AP into Gandhi's capital. I picked Gandhi because Cathy also had that religion. Then I gave us it also. I tried many times. Even made sure Cathy had more votes than Gandhi. Just couldn't get Cathy to be one of the candidates. I'm obviously missing something. I even tried giving her Theology. Maybe it's just a worldbuilder artifact. That happens occasionally.

The probelm is, if we try Dhoom's idea and get stuck with 10t of peace, we're totally hosed.
 
No need to try it, unless we get hard confirmation. 1t of peace isn't the end of the world.
Right. It't probably 1t of peace either way. The big benefit of Dhoom's idea is that we (hopefully) prevent Ragnar from returning one of his cities to its rightful owner by having him always pick the DoP proposal instead. That's huge. Especially in this particular voting cycle because we're on a tight schedule to open up the Southern Passage stably so that we can DoW Liz before she gets Feudalism. There's a lot riding on this and any advatage could be critical.

I'd really rather find out that it DOES work, if we possibly can.
 
What do we research in 6t when Drama is done?
Yes, I have two ideas on that. One is that we get Meditation and see if we can get Philo in trade. But that doesn't really have to do with our next research. Our next research could be paper. Paper, like Drama, can be good for gaining cash. Trading maps can garner a lot of gold income.

EDIT: On Philo, we might decide to switch to Pacifism during a GA cycle for more gpps, although it would cost us a fortune in maintenance.
 
Right. It't probably 1t of peace either way. The big benefit of Dhoom's idea is that we (hopefully) prevent Ragnar from returning one of his cities to its rightful owner by having him always pick the DoP proposal instead. That's huge. Especially in this particular voting cycle because we're on a tight schedule to open up the Southern Passage stably so that we can DoW Liz before she gets Feudalism. There's a lot riding on this and any advatage could be critical.

I'd really rather find out that it DOES work, if we possibly can.
I agree, but I don't know how to test this with any accuracy.
 
I agree, but I don't know how to test this with any accuracy.
Okay, let's ssay with the test you did in which you had the AP. WHat if you are at war with someone who has the religion. DO you get the DOP proposal? If so, you could try selecting it, then DoP before hitting enter and see what happens. It's not the same but at least it tells us that these IT quirks still happen.
 
Doesn't seem to work. They brought up the stop the war resolution, I abstained, cease-fired, rolled the turn, and the resolution still passed forcing 10t of peace.

I tried testing again, with a ceasefire 1t before, and we'd have to give back an Asoka city.

Edit: They are both AP residents, btw, not just Ragnar. I'm not sure who gets to pass the resolutions.

Edit2: uploaded my test save.
 

Attachments

Bbp, I think I'll go ahead and play forward a bit, because I've been thinking about what to do next. I'm trying to:

1) Set up 3 mini-flotillas to capture three Liz cities when we DOw in about 5t.
2) Capture two Ragnar spoke cities and get them canal/forted.
3) Set up the ensuing mass invasion of Ragnar.

I'm not sure how far along I can get today, When would you be able to play today?
 
Go for it. :)

Let's see how it goes. I can play some turns later. Have to have a closer look around the save, as I'm falling behind in micro now.
 
babybluepants said:
Doesn't seem to work. They brought up the stop the war resolution, I abstained, cease-fired, rolled the turn, and the resolution still passed forcing 10t of peace.
Weird. I have seen resolutions auto-fail before.

Perhaps we'd actually have to declare Peace for the auto-failing to happen? Can anyone confirm that?

If that happened (i.e. the auto-failing worked if Peace were declared instead of a Cease Fire), then obviously the "trick" wouldn't be of use to us since we want a Cease Fire instead of Peace.


Now, here's another idea to try as well:
Regifting a City will only work as a resolution when there is Peace (or a Cease Fire) between the two parties in question.

So, let's just reverse my idea.

Try taking a Cease Fire 1 turn before the vote will appear. When a vote to give away a City appears, vote "no" or "abstain" (just not Defy) and then declare war on the same turn that the vote appeared.

Same effect but in reverse... the "giving away the City" vote should (hopefully) be cancelled in this manner.
 
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