(November 1st, 2019, 21:30)Rusten Wrote: We got a GS so the coinflip streak continues. Sorry to bring my bad luck in here and ruin your chances. 
Hey now! We're guaranteed Taoism!

We got Plato and it would be thematically appropriate to bulb Philosophy. Might be better to use a golden age to swap into Org Rel. and a religion. Maybe Hereditary Rule if it doesn't take too long. Either way, the Scientist is going to nap for a while.
I opened the turn up to this offer from Mr. Cairo:
I don't think we need horses right now. On the other hand, I know for a fact we need every last gold coin to limp to Currency. I sent him back a copper for copper just to be friendly. If he wants to play the vulture with Superdeath's cities on his border, that's fine by me. I'll trade a few less cities for a quicker end to the war. I also sent an open borders offer to Magic Science as well as a separate gold for gems trade. He has open borders with Superdeath. So open borders with MS would also be another blow in the war.
Cairo and our empire should be strong allies. Here's why:
His Crop Yield is worse than us who have been whipping roughly a samurai per turn for the past 100 turns. His GNP is fantastic and if he can get to Cho-ko-nus he'll have a little fortress. My read is that he'll be happy to tech up, so hopefully we can together contain Mr. Science.
Here's the power, while I'm showing demos screens.

The flower of two nations' youth, annihilated in an instant. If you look, you can see our earlier Superdeath war on the graph. A lighthearted tussle by comparison.
Here's the area Rusten was referring to:
I've put a couple dots down in red. I like the hill plant more because it's a hill. The flat land plant invalidates some more MSCC cities. They're Creative, so they could try to plant on either the black dot or 1W of that and try to
eat our lunch steal our second gems. I can trip whip the cap next turn for a settler. Not sure if I want to triple or double whip. Cap's unhappy and unhealthy at size 7. We'll see. I think a 1 samurai garrison will be enough to keep the hill plant safe until SD is dead.
Here's the front:
I've marked a dangerous tile. I'd be annoyed if I let a samurai or, heaven forbid, a treb get sniped by a kamikaze horse archer. That's why I've held up two c1 samurai in the forest. They'll escort the treb to the hill 1E of Draft Dodger. After I took this pic, I also promoted our lone samurai lookout to Combat 2 just to be safe. Maybe that's overcautious, but that's kind of my brand. I don't think those units in Superdeath's cap are actually unpromoted. I think they've just been shipped in from all over his empire. I know he has one city without a barracks, but I'd expect more barracks from him rather than fewer. I like that I don't see a stream of reinforcements coming from the east. I suspect, however, he might have a couple cities south of his capital.
By the way, Draft Dodgers is a great size 1 city. Founded on a plains hill iron and working a plains sheep, it is +4 food and 4 hammers per turn at size one! There's a few things we could do with this city, but my plan is a touch conservative. I plan to whip a spear to free up its samurai guard, overflow into a barracks, and then either samurai or crossbows. It can absolutely churn out crossbows at size one. Samurai are a little harder, but doable at size two with a borders pop.
Pseudo-edit: I allowed myself to get a little hopeful. We have many, many city spots still available. If we can conquer Superdeath and if we can hold off Magic after we're worn out from fighting, there's land for us. For example, there's a fish that Superdeath hadn't yet settled for that we can grab by founding 1SW of his horse.
There is no way to peace. Peace is the way.