Turns 79,80+81
A fair amount has happened in these three turns, but I haven't had much time to update.
Immediately upon opening the save we had two bits of good news. Firstly, the Mausoleum was completed in OHP. This makes it one of the highest producers of culture in the known world (which is important on turn 81). Secondly, a great engineer was born in OHP (a good turn for the girl, pity she was all grumpy and such). Mr Someone was used to bulb machinery, taking us to the medieval age, only twenty turns or so after Sian.
With the machinery bulb, archery and iron working research and a number of troops completing, the koreans shot to the number one power in the world on turn 81.
The research also means we will have access to crossbowmen by turn 83 when iron is mined. Iron has appeared out in our floodplains region (everyone has there own source). Unfortunately, I forgot to take a picture.
Anyway, these power rises were accompanied with a bit of fighting, there were a couple of skirmishes. The less successful one was up at TMC.
I attacked Sian's vulture with a chariot at 78% odds and lost, then cleaned up with a Spearman, which was the only other unit in range.
Unfortunately, this left my 2.4 health spear in range of his chariot, which polished him off
. Overall, a bad trade for me, and it left TMC's defenses at an axe and a chariot, so I one pop whipped a spear in on turn 81.
Down near missing gifts things were going more successfully, Sian brought a mini stack of two vultures and a chariot.
I could have handled that defensively in either OHP or missing gifts anyway, but them pillaging my deer tile would have been annoying. Fortunately, OHP's fourth ring borders popped in between turns. This gave me control of the roaded deer tile which had previously been within Sian's borders. Allowing the two chariots within OHP to attack his stack. This put three chariots, two axes and two spears in range of his ministack.
Battle order
C1 Chariot vs C1 Chariot- 50% odds- Loss, I didnt even scratch him
Chariot vs C1 Chariot- 33% odds- Win (kind of makes up for the no damage 50:50)
Chariot vs Vulture- 76.5% odds- Win
Axe vs Vulture-27% odds- loss
Axe vs Vulture (1.68)-99% odds- Win
I realise I only had one 'certain' win in that string, but I had the safety net that if the chariots screwed up I could abort and both cities would still have enough units within to be safe.
This battle also produced my first great general, I think I'm going to use him for a Medic 3 chariot. However, I am open to other suggestions if anyone (coughCatwalkcough) has a better idea.
Diplomatically-
I signed an NAP with Dazed until his turn 110 (he gets first strike) for a worker, with a no sharing scouting info with Sian thrown in. He also now has open borders with Sian and has offered to trade scouting info for gold. I declined for the minute because I have no offensive plans for Sian in the next few turns, however this may change.
Dazed has definitely come out the best from this war, he got a free worker from us for security, and has leapt up to 13 cities (3 ahead of everyone else), plus he has the lowest power rating. The NAP could prove costly if he gets too far ahead, but I didn't want to fight a 2 on 1 at this point.
I'd really like to end the war with Sian, but I'm not sure exactly how. One idea is to get two galleys and some troops including crossbowmen and threaten to raze one of his core cities (which are presumably lightly defended). But that'll probably take another 10+ turns.