1. When the save is opened go to diplo screen. Click WC and CB and then Accept. This means we are not sending a proposal, but agree to give these techs. Then you click Send. End turn.
2. Now when it's Saber's turn to play, the first thing that pops is the diplo screen saying "Babe offers WC and CB". Just click Accept and then Exit. Saber has now said "Thank you very much, we accept that you don't want to have anything for WC and CB". Leave diplo screen. Then open it again and repeat the drill: Now you want to gift Math back so you click Math and then Accept followed by Send, just like previous turn. End turn.
3. When playing as BABE again you get the pop up saying Math is coming your way. Click Accept and exit.
Just to show I can be as dense as fog...1. When the save is opened go to diplo screen. Click WC and CB and then Accept. This means we are not sending a proposal, but accepting to just pass the techs over. Then you click Send. End turn.
2. Now when it's Saber's turn to play, the first thing that pops is the diplo screen saying "Team 2 offers WC and CB". Just click Accept and then Exit. Saber has now said "Thank you very much, we accept that you don't want to have anything for WC and CB". Leave diplo screen. Then open it again and repeat the drill: Now you want to gift Math back so you click Math and then Accept followed by Send, just like previous turn. End turn.
3. When playing as BABE again you get the pop up saying Math is coming your way. Click Accept and exit.

MM is due in two turns and no location can fix it for a reasonable price. Besides Galleys will be able to safely traverse the coastal tiles in the north and move three tiles per turn making survival trying to move for consecutive turns across ocean much safer so I am not really in agreement they just make suicide runs much more expensive.. So if lemming makes it I would still vote for the second Curragh to turn south and make a suicide dash from the southern tip of our lands not NW from it's current position.

http://forums.civfanatics.com/showthread.php?t=109955Isn't there an article somewhere in the war academy about sinking ships?
This appears to be quite simple:there are no other factors besides if you are Seafaring or not. If you are Seafaring, it's 75% of survival, regardless of difficulty level, terrain, ship, turns spent in water. If you are not Seafaring, it's 50%. It might not always been exactly 50% or 75% due to the random number generator, but I would always expect it to be within 15-20%.
Non-Seafaring-
Galley in Sea: % of survival in turn 1 (% of survival in turn 2)
First try: 60% (% that survived a second turn in sea: 50% (this one moved a tile))
Second: 58% (% that survived a second turn in sea: 48.2% (this one moved a tile))
Third: 44% (% that survived a second turn in sea: 54.54% (this one stayed in the same tile))
Averages: 54% for the first turn - 50.9% for the second turn
The first meeting is usually pretty tenuous since neither team wants to give up too much info. We should decide what type of relationship we want to have with a Chamnix led team.
He's a good guy. An actuary by trade so it's no wonder he understands civ.What type of chap is Chamnix? I can whip up a draft fitting our style.
