summary thanks to mabraham
T1-10 Resolved to tech Polytheism (for the Hinduism constraint) first, then Agriculture. Preferred to move to stone to settler there (unless anything better presented) for the 3 hammers from central tile. That's inefficient in the long term, but very good early, and the latter is important for a SGOTM race. We toyed with a settler-first opening, but couldn't get better results than with worker-first. Even with Agriculture delayed by Polytheism, there's three Gmines to improve and they're good tiles to have improved. Met Tokugawa.
T10-19 Founded Hindu T14. Met Hammuragawa.
T20-29 Teched Masonry next, to make a serious go at SH and TGW to show profit from our settling decision. Whether to finish them or collect fail gold is unsure.
T30-40 Decided to settle north along the river (trade routes for stone, gold and free thanks to the capital's Hindu-fueled border pop) with gold and deer, building TGW there while growing. Not sure yet whether we want to finish it. Planning to Oracle MC T63 using marble from the next border pop in the capital and some chops. Currently planning a religious VC needing caravels. Expected Toku to settle 1NE of corn in the meantime, based on testing. Many animals, so far our warriors are boss, unlike stupid Toto last SGOTM. Teched Hunting next for the deer, then BW. Got lucky Hindu spread first turn. Finished SH T39.
T40-T50
Strategy plans
We had trouble in test games gifting missionary-bearing caravels to AIs and getting them to use the missionaries to spread Hinduism. DanF discovered that if the caravels used to be triremes they have a different AI script put on them, and if they are injured at the point of the gift, then after the gift they'll go home and heal up, releasing the missionary for a spread.
Much debate on the timing of getting fast Optics as well as fast AP. Bulbing Eng with a GSci requires no Fishing, no Theol, and a pile of manual research of post-Writing techs. Bulbing Eng with a GEng requires a big building spree finishing around T110, and is not faster than slow-teching Optics. Bulbing Optics with a GSci after getting Mach requires either no Medi or no CoL (to avoid bulbing Philo instead), so since we need Medi to bulb Theol for the AP we have to avoid CoL to retain the chance of GSci-bulbing Optics.
Also much debate on the merits of T64ish Kashi from our SH GPro. We hope the possibility of distant spreads before AI contact will be useful, so that when we build the AP we get contacts to those AIs and we don't have to spread Hinduism to those AIs where we get lucky. If the distant AIs are non-Tokugawas, this could allow tech trading much earlier than any other strategy. Kashi also useful for getting more OR or Theocracy effects at home, of course, and gets AP hammers.
Current thinking is still to Oracle->MC, then things get vague. There's support for building Kashi, getting another GPro using the Kashi priest slots to bulb Theol, building the AP T90ish and then teching to Optics manually T100-110ish. Whether we expand peacefully or try to goad Toku into war or DOW him ourselves is unknown.
What happened this turn set
Finished BW to find copper in capital. After some testing, despite the benefits of staying at size 5-6 to work Gmines, we decided it was OK to 2-pop whip to get the copper mine up faster, planning to settle 1SW of sheep and build a T63 Oracle there to seize control of Osaka's corn by T90-95 (we hope, depending on Osaka's culture output). DeerGold built a third worker for the empire, and then started a settler for the Pigs-Gems site. Delhi finished settler for SheepGold T50.
T50-60 WastinTime was concerned Toku was coming for us, but since there was no WHEOOHRN fist, we assured him we were OK. How wrong we were to be... We put a bunch of hammers into stone-fueled Great Wall for the fail gold. Worked towards T63 Oracle in SheepTown. Gifted some health resources to AIs to try to keep them happier (eventually). We worked out Toku will give OB at Pleased when he is +5. With Stonehenge, DanF worked out that AI_STRATEGY_DAGGER will not be possible for Toku. We started to work out that it was not efficient to try to use GScientists to bulb towards Optics, given the constraint of needing to get the AP before that. T53 settled SheepTown. T55 discovered PH. T56 someone completed TGW (130 fail gold for us). T58 Judaism founded somewhere. T59 Pottery discovered.
T60-70 Decided not to get more than four workers for the moment. We worked out not to bother trying to organize for maximum beaker overflow onto Writing, because the bug with beaker overflow is fixed. Toku built a library in Osaka to slow down our culture-capture of the corn Got Oracle->MC T63. Settled CowTown about T61. T64 built Kashi Vishwanath in Delhi after significant debate on its merits. In the T62 save finally DanF noticed that Toku is WHEOOHRN on the diplo screen and there is no fist icon for him on the BUFFY scoreboard... Retrospectively we found he's been in that mode since T44, but without border pressure at that time, we didn't think we were the target. However, we added an axe in SheepTown, and started banking gold for possible upgrades. T68 Toku stack spotted on our border 2 axe 3 spear 1 archer. Panic axe-whipping time, we're defended by four warriors only. DanF identifies probable bug in BUFFY where the first icon is controlled by a lookup via player.getID rather than team.getID, and with an AI team of two players this is broken. Apparently nobody noticed this in SGOTM14. Scrambled a bunch of axes. T69 Toku DOWs and bribes in Hammu. His stack crosses the river and SheepTown looks in trouble. Got Fishing and Sailing somewhere in this set or next.
T70-80 We explored baiting AI stacks, and resolved to do so with a scout. We explored whether the Toku stack was actually one stack or not, and whether he would move to the gold hill tile before attacking (probably yes, when we have four axes on defence in Sheeptown), and then whether he would attack a bait scout to the SW (yes). STW did some extensive testing of the war baiting scenario, which if successful will let us get to 40% culture defence before Toku attacks us. We resolved to defend a forested chokepoint with Woodsman I axes against Hammu. Scout bait worked. T74 Toku attacked SheepTown with 5 units and lost all 5! We healed and moved on Osaka, but he organized too much defence, so we retreated with no losses. Toku continues to build up again.
T80-90 Much debate on the relative merits of fast Pyramids or fast AP, trying to get maximum fail gold from a side city building the Pyramids if we delay them until after the AP. Resolved to build AP first, with various misgivings. DanF rediscovers that AI_STRATEGY_DAGGER is possible for Toku after all :-( However he also works out that with Aggressive AI enabled, and lots of war losses, if we position units to threaten more cities than he is threatening of ours, that Toku might well gift us techs to end the war. Resolved to get Walls in SheepTown to increase our survival rate in SheepTown to try to maximise this possibility. T81 met Shakagawa. Also Christianity founded somewhere, so the AP is under threat. T82 Toku willing to talk. T83 distant AI steals Pyramids, so we get 493 fail gold from our four(!) partial builds. T84 done Writing. T85 Toku moves another stack 1S of SheepTown. T86 Toku stack to gold tile. T87 Toku loses four axes and four spears on our pile of 7 axes behind walls. T86 GPro pops. DanF notices that with a few more axe builds we can get to 5/6 of Toku's power which will make his calculation of his EndWar value much more favourable to us - we could get more than Alphabet from it. T87 GPro bulbs Theol, and post-Maths chopping T95 AP plan is set in motion. T88 we work out that with our three axes and our last warrior upgrade we can just sneak over the 5/6 threshold and we get Archery plus Alpha (less one turn of beakers) from Toku in return for peace. Total war losses for us: one scout! Not bad for a situation where we had only a turn or two's notice that we were the AI target and had only four warriors! T89 Hammu bribes in Shaka. Started running an engineer to hope for a ~45% GEngineer ~T109.
T90-100 Maths done T92. Met Genghis and Haste. Built AP T95 despite mabraham's copious micro failures. Pillaged a few boats from Hammu. Planned to settle the western island about the end of this set. Mid-set we resolved to start an aggressive campaign of settling new cities, coverting them to Hinduism and gifting them to Gawas. Discovered that the AP code is broken when a team exists with more than one player. The game will think we have full members of the AP when none but us exist, so many of the AP resolutions will be available earlier than we could otherwise contrive them. Nice to find a bug that works for us after our earlier experience! Osaka continued to deny us the corn (by popping its borders, it increased the rate it was putting culture onto the corn). Hammu brought a mini-stack, retreated with it, then threw away a smaller stack on our frontier Woodsman I axes fortified on forest. Gifted Hindu city to Toku T98. Fortified spy in it to probably steal IW next set. Also T98 spotted white/grey culture on global culture view, across the northern strait.
T100 founded island city, met Liz. T102 finished construction. T103 peace with Hammu after he gives us 30 gold. T104 founded gift city on coast SE of Babylon, infected with Hindu and liberated to Hammu. T105 stole IW from the Hindu city we gifted to Toku. He retaliates by poisoning SheepTown. T105 AP holy war forces Toku and Hammu to war with Shaka (thanks Hammu for bribing Shaka to war with us!) so we can now get OB with those two. Let the settler-Hindu spam commence! Also some scouts, spies and units flowing to the front to push back the fog. Start gifting lots of resources around in the hope of getting people to Pleased at various stages - turned out to be mostly pointless.
Truly staggering debate after T108 (posts 1875-2263). Massive swings as we considered and rejected various plans for using the AP to get Holy Wars (vs Shaka or vs Liz, depending on stuff) or Open Borders going at various future times to get open borers to continue the missionary flow. The matrix of which AIs knew which others, and who would/could have Hinduism when was critical. Planned a series of three city gifts, including one to Liz (who would accept a site across the strait, from which we planned to do cheap espionage tech stealing), and perhaps one to Shaka (who was close enough to a site in Hammu's nominal territory) and a third one. Various options to pass these around to various civs and have various people conquer, culture-flip and/or re-gift at various hypothetical future points. Also debate on how to use our T109 GPro (Golden Age to kick-start the espionage after our tech rate had basically stopped, or bulbing CoL, or waiting and bulbing part of CS). Hammu is our intended voting ally (border tension with Toku would be too costly), with +diplo largely fueled by liberated cities, shared war, shared resources to offset heathen religion. Possible victory dates T136 or T156 given the AP schedule. We want to be the only civ in Hinduism at the victory vote, lest our intended Hindu ally like our Hindu opponent too much for us to fix. We worried about some spontaneous Hindu spreads to Toku and Hammu. We resolved to try to get them into Theocracy ASAP to prevent spontaneous spread of non-Buddhism, by gifting them up to Theology and hoping they'll like Theocracy during war.
T109 liberated another city to Hammu inland SE of Babylon. T110 Toku flips to Theocracy. T111 culture finally captured the damn corn tile from Toku. T111 liberated Hindu city to Hatse. Found Toku's eastern water is a useless lake. Found ice blockade north of Hammu. T112 founded city to gift to Liz, confirmed that she will take it. Shaka seems likely to put serious hurt on Hammu's border city. T113 Toku completes HG so his Hindu population expands to equal his Buddhist population... urg. Liz is finishing Machinery. Gifted Liz city.
Much scheming (e.g. post 2309) to get Hammu and us to peace with Shaka, flip Liz to Hinduism, get Hatse to trade embargo Liz, bribe Hammu to declare war on Liz (else we'll have to do it and risk -1 diplo with Hammu), be secure that Liz can't bribe Hatse to dogpile us because we really want Hatse open borders, capture liz town (so she has no Hindu city and so isn't technically a full member of the AP anymore), T115 Holy War on Liz, meet Cyrus, OB party.
T114 Got peace with Shaka, bribed Hammu to peace with Shaka for MC+Theol. Gifted Hammsville to Liz, flipped Liz to Hindu (avoid negative diplo with Hammu), DOWed Liz, retook both Liz's Hindu cities (to set up holy war resolution).
T115 Met Cyrus through AP from random Hindu spread. We voted holy war against Liz, which worked and started next turn.
Then we set up a plan to steal most of Mach+Compass+Optics+CoL+CS, bulbing one of those according to the flavour of GPerson we pop about T126. This requires cease fire with Liz, gifting her some cities into which we had pre-fortified some spies, closing borders with Toku and Hammu to teleport their units away, stealing for a turn or two, flipping her back to Hinduism (avoid negative diplo with Hammu) and then re-capturing the cities. Easy game.
T118 noticed land NW of Shaka capital that is part of the mainland. Golden age begins, racking up wealth to switch to 100% EPs to steal from Liz.
T120 Liz goes back to Buddhism. Settled Gateway city north of Hatse for possible boat builds, then noticed Hatse has a stack in Toku's lands coming for us. We decided not to close Hatse's border with Toku because of incorrect testing and incomplete understanding of the teleport mechanics (post 2721). We decided later that WastinTime was right and we should have done this, but what would prove to be right would have depended what Hatse does with her stack next (DOW Toku, head for Liz, wait and still hit us again).
T121 Liberated Gateway to Hatse, begged 10gold for peace, which worked. We hoped this might trigger a DOW on Toku because of the location of her stack, but no luck.
T122 Found settle spot on coast between Shaka and Cyrus for building northern boats, to be called WestPort. Planned to send a defensive stack through Hatse's territory and abuse a teleport mechanic to get it to defend EastPort (settled on corn on tip of Hatse's peninsula, again for building boats)
T125 got GEng. More holy war on Liz. Settled WestPort about now.
T126 Liz gets peace with Cyrus. Bulbed Machinery. Settled EastPort.
T127 Cease fire with Liz, closed and opened borders with Toku and Hammu. Gifted LizTown and Trojan Horse to Liz. Stole Compass, Optics, CoL and CS for loss of two spies. For example, we got CS for a cost in espionage points around one sixth of its cost in beakers. Easy game. After steals reDoW Liz.
T128 Recaptured TH and LizTown. WestPort built a trireme, upgraded to caravel and loaded missionary.
T129 found evidence on globe culture view of AI team member SW of our island. Believe other member of AI pair NW of Shaka.
T130 Abused teleport to get a defensive stack from a bit north of Thebes up to the copper tile near EastPort. Popped gems next to Delhi!
T132 Got control of EastPort forests to chop out a trireme.
T134 Met Mali with caravel from WestPort, so contact with Inca also. Traded Mach for monarchy with Hammu. Gave Currency and Machinery to pair for the +diplo and to tech them towards Banking. Lots of discussion about how best to get Hinduism to them (e.g. tech Guilds+Banking for shared favourite civic, or conquering Hatse/Shaka/Genghis cities to gift them, or teching Astro to settle a gift city for them, or Astro for mass resource export for +diplo for OB). Hatse is coming to kill EastPort, so we'll gift that to Genghis after just one trireme. Attach GG, free upgrade, many promotions, circumnavigation = 7 movement points! Load missionary and scout south.
T135 Stole feudalism with the usual Liz cease-fire trick. Found Hatse's backup stack... we would have been toast if we'd tried to defend EastPort. Found WestPort ocean is useless for spreading Hinduism, so killed our units and gifted WestPort to Cyrus.
T136ish We know we could conquer various Shaka or Hatse cities to infect and gift to the AI pair, but we probably want to bait them into DOWing us to avoid negative diplo. Maybe our EastPort and WestPort gifts were too soon! We have some settlers still lurking to make bait cities. OB will work for the Inca. Our caravel hasn't found whether there is a place to land missionaries on the western coast of the Mali. So our strategy can't be decided yet. Also the Banking timing is likely not fast enough for a T156 win unless we get a lucky GMerchant. So we started sending some units towards Shaka so that we know which way to jump when we find out the last pieces of the puzzle.
T140 Finished Guilds, popped 31% GMerchant to bulb Banking for us, saving several turns of teching. T156 win might be possible, e.g. with OB spread to Mali and conquering Akhetaten late to gift to the Incans.
T141 pair of gawas didn't switch to Merc. They're WHEOOHRN, probably against us.
T142 looks very likely no caravel access to north from either side. Ugh. Settled Shaka bait city to try to lure his stack away from the Hammu border. Despite having OB with Cyrus, later he didn't move for that stack, so we were not Shaka's war target.
Hatched idea to teleport a settler "Moses" from 2S1E across to Incan lands to a vacant tile N of Vilcabamba. It had a barb archer on it when we saw it, but testing showed the archer would move aside. Their TGW doesn't look like a problem.
Planned a double-teleport from near Akkad to near Ngomo (cancel/open OB with Hammu, abusing shared war) and then from near uMung to Cyrus culture with the DOW on Shaka to take Bulawayo T157 to gift to the north AI pair member. To avoid diplo penalties we gift Shaka a small city (Hammsville) near the GhostTown gift city we gave him back around T95, with pre-fortified spies to flip him to Hinduism. Then we recapture both cities quickly to make Shaka heathen, call an AP Holy War and hope he's so confused that our stack can take Bulawayo fairly unmolested. Spies for city revolt in Bulawayo, too.
Also an idea to build a galley in the shaka bait city, perhaps steal Astro from Liz (if she techs it) upgrade to a galleon, close borders with Cyrus and then gift the bait city to someone with whom we have closed borders. This should teleport us west into some water that could possibly access the north AIs. Get a missionary over there on our super caravel Patton, get OB with Genghis for the missionary transfer. Could work as backup for the Bulawayo plan.
T144-5 spammed units to attack Shaka. Finished Eng. Got some EPs on Liz to see what we might steal from her next.
T146 Moses teleport failed, unsure why. Later found a bunch of damaged barb units, so there must be something funky going on over there.
Re-planned the Moses settler to be a Hatse war bait city, so her SOD attacks there while we capture Akhetaten with our smaller stack still in the region, gifting the city to the Incans.
Genghis looked in danger of losing EastPort to Hatse culture, so we planned to gift him yet another gift city.
T147 Hatse finishes Eng and spams it around, so we lost a bunch of our hoped-for tech-trade value.
T149 Genghis wants us to DOW Toku. No dice. Liz starts Music, no good for us.
T150 Genghis adopts Merc - first of the AIs to whom we gifted Banking to pull out their thumb and adopt their favourite civic! Akhetaten looks like it has an uncomfortable but not prohibitive set of defenders.
Resolved on a plan to suicide our workers to try to lure Shaka's stack away from our stack attacking Bulawayo. With a planned T166 win date, this seems a good use for workers!
T152 AI pair finally adopted Merc
T153 Liz bribed Hammu to peace, which we didn't notice before doing our teleport to Shaka's lands. Teleport worked OK, but Hammu is refusing to open borders, because we no longer have shared war. We're still pleased with him (+11 visible) so hopefully he relents next turn. This is very awkward for our plan, because we need to re-capture the Shaka gift cities immediately after our DOW in order to have him heathen for the distraction of holy war (and ensuring our shared war diplo benefits and OB rights with the Gawas)
T154 Started missionaries for remaining homeland Hindu spreads.
T155 Confirmed Cyrus was going to take SBB. Took Akhetaten for loss of a few units, infected (100%) and gifted to Inca. Will lose a few more units on the way out.
T156 Abused AP to get a second +2 "you voted for us" with Toku by assigning TH to us and then voting against it. Finished Paper, sold some world maps. Still teching hard to finish DR.
T157 Boring
T158 We lost one of the above +2, so unlikely to get Toku as a backup voting ally.
T159 Finished DR. Simultaneously, Hammu finished Feudalism, which unlocks our ability to gift him Guilds and Banking. So now we have an embarrassment of techs for bribing!
Plans
Because nearly-Friendly Hammu still won't let us have OB, it's still awkward to get Hammu into the war on Shaka, lest he take GhostTown before we can. Resolved to suggest Nobamba to him as a war target, run for GT as fast as we can and hope that one of GT or SBB will survive in our possession as Shaka's eventual Hindu city. We let Shaka target on Borsippa, and then our SOD takes out Bulawayo in a sneak attack.
T159 DOW Shaka, bribed in Hammu, got OB, suggested Nobamba, ran for GT, got Hammu in Merc.
T160 Great news! Hammu send only one unit against GT, so we capture it without loss. Hatched yet another plan to capture SBB, hold it for a turn and chop out a missionary, but this was doubly-flawed because our culture was insufficient to get either forest tile, and Cyrus' stack was in position to take SBB with an immediate DOW. So we gifted SBB back off to Genghis, and might re-take it in a T164 DOW to re-gift to Shaka to be a Hindu city chance. Hammu is finally spreading around Buddhism, which may help us get his Hindu population up, too, without him switching to Hinduism prematurely and being our voting opponent.
T161 Shaka SoD heads for Borsippa as we expected.
T162 Got OB with Inca/Mali from shared civic. Pity it's useless.
T163 Captured Bulawayo for trivial losses, successfully spread Hinduism at 89%. Gifted to Mali. So the setup is nearly complete. Missionaries lurking to spread to Hammurabi after the vote selection and before votes are counted.
Made peace with Shaka for GhostTown.
Hamma offered peace with Shaka plus 80 gold for Diving Right. Have a huge pile of gold and Paper still for bribes later. +13 with Hamma still. Yes I probably should have traded two techs to Shaka for peace, but I chickend out sorry! Only Liz without a Hindu city now.
T164 - Shaka demanded Paper. I told him to go to hell. Trojan Horse revolted and damaged 15 Toku military but did not flip.
Made peace with Liz for Liztown.
Forged peace between Liz and Shaka by trading Paper to Liz and got 100 gold.
Whipped FishTown to Size 1 and gifted to Liz. Won't have access to fish until border pop. Only war in the world going right now is us and Liz vs. Hatsegawa. Her borders are still closed with Toku.
The 3 Hindu missionaries are in position. All civs now have Hindu.
Whipped 1 pop to get to 70.02% of the vote. We have 124 votes out of 177 and need 132 to reach 75%. No cities will grow. Everything seems in place for the Hindu spam next turn.
During the AI turn. Hammuragawa declared war on Shakagawa and captured GhostTown ruining our chances of a T166 religious victory. There is some dispute that Hammuragawa should not have been able to declare war on Shaka since they had just made peace. There might be some chance that this is a consequence of having a team of 2 AI in the game. Or every time you make bribe 2 AIs to peace it is really a ceasefire (But I doubt this).
Hammuragawa bribed Cyrusgawa into war with him against Shakagawa (so even if we had also give Shakagawa Shaka Bacon Bit Cyrus would have captured it and knocked Shaka out of being a Hindu voting member).
Selected make peace with Gandhi for the AP resolution instead. This was an unfortunate choice because it prevented another chance at victory on T176. The enforced peace wasn't just against Hatsegawa but anyone we DoW in the 2 turns until the vote came up. And then after the vote we couldn't DoW for 10 turns.
T165 DOWed Cyrus. Moved a missionary where it would lose to a Cyrus swordsman in Hammu culture. Sorry, forgot to look for things like this.
T166 AP peace with everyone including Shaka, as expected. Full 10-turn peace treaty. So T176 win is looking remote.
T167 Hammu+Cyrus vs Shaka is the worst-conducted war I think I've ever seen. Cyrus is milling around without seeming to have a city target, Shaka has a stack with all his catapults wandering around neither attacking nor defending, and a stack with only one treb attacking a Hammu city with a castle. Hammu's stack at home is wandering back and forth, and he's not reinforcing the city that is under siege.
T168 Mansa liberates Bulawayo to Shaka, right on schedule :-( Our eastern spies are scouting Incan land. I was erroneously thinking that we could choose the smallest city in which to spread, but that's a bit hopeful. All we can do is gift a missionary and hope they use it.
T169 Hammu "far side of the world" stack makes a reappearance 1SE of SBB. Shaka cat stack seems to be heading to join the treb stack. Cyrus stack bombing kwaDukuza.
Genghis DOWed Cyrus, so if we want to DOW Genghis we can get OB with Cyrus. This would be useful T173, so we can duck a stack into Cyrus territory, DOW Shaka and open a several-front war. We have a flood of spies and units on the way. We have units that could capture SBB this turn from Genghis, but I'm not seeing a use for it other than a galleon upgrade with the Astro nobody has for an impossible teleport to the hypothetical water route north of Genghis to Mansa. The city would have no tiles, 1 population, and it'd be only a matter of time until we lost it. Opening borders with Cyrus now would let us maybe do a teleport T179. Can't imagine that being useful... we can afford the -1 diplo hit with Hammu for DOWing Genghis, so I figure I'll do it - or would if we didn't have this damn peace treaty with the whole world.
T170 Shaka is sending his second stack towards Borsippa also. I can't see any reason why the Moses teleport to Incan land should not have worked - screenshot attached. LizTown revolted to us.
T171 Toku spreading Buddhism around - including to TH, which might one horrible, horrible day be useful. Genghis took Ecbatana and means to stay - 8 knights 4 WE 10 cats and a few others in Ecbatana. Liz and Hatse trading shots somewhere. Gifted missionary to Incans in an 8pop Buddhist city, hoping for the best.
T172 Inca spread Hinduism in 19pop Cuzco, however we still have 70% of the Hindu vote. Another missionary on Patton heading for Genghis for insurance there. Genghis advancing on SBB. Cyrus still bombing kwa. Shaka still bombing Borsippa. Our Bula stack is in position for a hypothetical T173 DOW of Shaka, but we can't DOW Genghis until later because of the AP vote, so can't get Cyrus OB, so it's all a bit futile. Units slowing trickling into position near Borsippa.
T173 I can't see any value in DOWing Shaka this turn, just because it is legal. We can't get OB with Cyrus yet, so we'd be nowhere near Bulawayo. Our spies have only just started to fortify in Shaka's cities (lost 1 on the approach march, and another back in Hammsville, for no diplo penalties). Our Borsippa stack is nowhere near formed.
T174 More boring shuffling of units. I won't even get the fun of smashing Shaka with them. Liz has set up camp in Fishtown for good, it seems. I'm growing LizTown.
T175-T186
DoW with Genghisgawa so I could get OB with Cyrus before I declared war on Shaka. This allowed us to keep our stack up near Bulawayo.
DoW with Shakagawa, North stack went for Bulawayo again.
Shaka took Borsippa so we had kill his stack there before we could push through to his homeland. I gave Borsippa back to Hammuragawa.
I thought I might be able to finish Shaka off completely but 2 spies were caught I and didn't have time or the forces to take his units in their castles. Settled on taking Nongoma and Nobamba and retreating into Bulawayo (after I gave it back to Mansagawa)
I gifted Nobamba to Mansagawa in case Bulawayo flipped to Shakagawa. Thought about spreading hinduism to it, but realized that those 12 votes might push us too close to the edge in the voting. Relied on our stack in Bulawayo to prevent a last minute flip to Shakagawa which would have caused the Mansagawa to lose his Hindu status.
On T184 I set up for the vote with hindu missionaries set to spread to 3 of Hammuragawa's cities. This included making a ceasefire with Shaka and gifting him back Nongoma. I also bribed cyrus to peace with Shaka (not that it did any good since it is only a ceasefire apparently!)
On T185 The vote came up, I attempted to flip Hammuragawa to Organized Religion AND Hinduism with Philosophy. The deal was okay with Hammuragawa but when I clicked okay he only flipped to Organized Religion. Hammuragawa apparently didn't realize that the game doesn't allow him to flip both civics and religion in the same turn
Realized afterwards that I only had to flip him to Hinduism since I would have been able to spread Hinduism with him in theocracy.
Spread Hinduism to 3 of Hammuragawa's cities without any religion.
Flipped Hammuragawa to Hinduism using spies.
T186 we won the vote by 8 votes.