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Thread: DIPLO: RollPlay Team contact LOG

  1. #241
    DeepO
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    Arnelos,

    I'm sorry I wasn't able to make it to chatroom yesterday, and I'll be leaving on a WE-trip today. So that's not going to be good for meeting.

    However, one thing: did you read the PMs I sent to Togas? In there, there was one with the eta of techs, most of which you mention here. All the non-optional techs we either have, or plan on having soon. We will give these to you, but only after NDAs run out, of course

    Other then that, there's a bit of a problem. Best tech for you to research would be espionage. Mil Trad is of no use anymore (we don't even have saltpeter), Free artistry is of no use, and communism is being researched by Vox at a better pace. The others we already have. (rep parts last turn) Espionage needs Indus as a prereq, right? If so, it may be best to wait until we can give it to you, and start on Esp after that. Or perhaps acquire it from Lego, but we do not want to sponsor Lego any more then we need.

    Allow me to check this on the forum, I'll ask that someone will contact you today, but for the moment I would assume you'd better go with a taxman instead of a scientist. At least until you can get Indus, and start on esp.

    DeepO


    DeepO,

    We just finished our research of Navigation.

    We can research any of the following techs:

    Music Theory
    Free Artistry
    Military Tradition
    Industrialization
    Medicine
    Communism
    Replaceable Parts

    Of course, if you are able to give us ANY of these technologies, we would be enormously appreciative. For any that you are unable to GIVE us, please let us know who provided you these techs and I'm going to do my best to be downright annoying if I have to about trying to get some of them.

    Ultimately, I'd like to do 40-turn research on something not already being researched if at all possible (or at least something GS is unlikely to receive in trade). Otherwise, there seems little point for us to even bother wasting a population point on a scientist rather than a tax collector.

    Please advise on this soon. I'm holding the save until we can at least decide what to do with our research choice and whether to have a scientist or tax collector in El Paso.

    Thanks.

    - Arnelos

    P.S. I'm going to try to be in that chatroom again today.

  2. #242
    DeepO
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    Sorry I don't have more time to address these issues, Arnelos. Please hold off a while with trading with GoW: we want to trade that incense resource to them, but they have been not very responsive last time we asked. By trading it to them, you would 'steal' us the chance for an extra lux (they can reach more gems), and even if I know that in your case it's not nice you don't have more lux, for us it would mean a big difference in case of war. 10% of our slider is worth a lot more then 10% of yours, and you have to take that into account as well when trading lux. The tech you would be getting wouldn't cost you anything, but would cost us over 1000 gold.

    I don't have the exact NDA's anymore, however I can look them up and send them to you. GoW can't be far in front of us, their 20-turn NDA's can only started 2 turns before ours at most. And I doubt that. By the time they would trade RP to you, we can give it to you, so again, this is not a good deal. And Medicine and sanitation the same.

    Once we can, we will give you corp, we researched that one a few turns ago.

    Sorry to be brief, could you for the moment take the 1-taxman approach, and could we meet e.g. this Sunday? I will be back from around 7pm GMT, so in case you could be present around noon your time, we should be able to meet.


    DeepO,

    Actually, I just conducted a lengthy chat with Master Zen of GoW in which we discussed technology issues. He believes he can convince his team to sell us 1 tech in return for Navigation (which they do not yet have, oddly enough) and a second tech in return for a swap of our incense for one of their wines (doesn't help us, but would give them an extra luxury). Furthermore, we could get 1 tech from GoW every 20 turns to renew the luxury swapping deal.

    Furthermore, Master Zen seemed VERY interested in the possibility of RP Team being able to pay them for techs.

    The techs which GoW says they can give to us without breaking NTAs right now are:

    Military Tradition
    Medicine
    Sanitation
    Replaceable Parts

    He said that members of his team might be inclined to treat RepParts as being worth Medicine and Sanitation put together, however. We'll see.

    He also mentioned that he believes their NTA on Industrialization should run out in about 7-8 turns. While I know we could already get the tech from you guys in 13 turns, it might not hurt to get it sooner IF I could start the pre-builds in time to make use of the extra turns of factory production and the difference is worth more than getting another of those techs earlier.

    The two techs we REALLY need to make us more useful would be Industrialization (factories) and The Corporation (stock exchanges). Once we have those, I can get up factories in all cities and have stock exchanges up in El Paso and Monterrey quite soon (the other cities still need to finish their aqueducts, but could then build factories, cathedrals, and banks before stock exchanges).

    Ultimately, howver, we really want to start churning out mil units and factories would help A LOT with that. Stock exchanges would help us send more money to you guys, paying others for tech, or rushing/shortrushing.

    Speaking of short rushing, we have enough money sitting around and building up at the moment that I want to seriously look at ways we can use short rushing to improve our building program, in particular those slow-moving aqueduct builds. I'll be looking more at that probably before the next turn rolls around.

    The thing I really need to get a handle on, however, is where to place priorities, because there are a lot of choices at the moment. The main area is with MONEY. Where in most areas we are woefully behind most of the planet, we at least have a respectable income for such a tiny amount of land. I can spend that money on short rushing, rushing, money to GS, saving for upgrades, or spending on buying technologies from others (Vox, GoW, or even ND... probably not Lego). If GS could help in providing some guidance on where priorities on finances would be more helpful to your own aims, that would help A LOT.

    As for chatting, I really would like a chance to chat with you or with a group from GS (though you would probably be best, since you're the turnplayer right now). If we can actually set a TIME, that would be best.

    The other thing we really need is more collaboration on diplomacy, since I'm going to most likely be much more diplomatically active than we've been of late. I think I may have stepped on your team's toes at least once with something I said to Master Zen tonight that I didn't even realize might have been subterfuge on your part (Industrialization, that you wouldn't give it to us yet). Perhaps some of that was in the PM you sent Togas and I can go digging for it in our forum and my apologies if I missed any of that, but I'd like some means of closer collaboration on diplomacy so we can keep our stories straight and work in tandem when messaging those beyond the alliance.

    Well, that should be all for now. Thanks again.

    - Arnelos

  3. #243
    DeepO
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    Chat with Arnelos:

    Session Start: Sun May 09 21:37:23 2004
    [21:37] } Successfully joined #RP-GS at 9:37pm
    [21:37] } Total People:1 Ops:1 Voices:0
    [21:37] } Channel Modes: +
    [21:37] } Created on Sunday, May 9th, 2004 at 9:40pm
    [21:38] —I-n-v-i-s-i-o-n— #RP-GS } DeepO changes topic to 'type my name when you get here, the sound will alert me'
    [21:38] } DeepO changes topic to 'type my name when you get here, the sound will alert me'
    [22:03] [10:03pm] Arnelos (Arnelos@2045F822.904052B7.668F306.IP) has joined. «2 people»
    [22:03] [10:03pm] {Arnelos} !!
    [22:03] [10:03pm] {Arnelos} DeepO
    [22:03] {DeepO} hello!
    [22:03] {DeepO} at long last
    [22:03] [10:03pm] {Arnelos} glad you have your name on your highlight
    [22:03] [10:03pm] {Arnelos} anyhow
    [22:03] {DeepO} ah, was checking regularly
    [22:03] {DeepO} yes... I am playing the turn now
    [22:03] [10:03pm] {Arnelos} ah
    [22:03] {DeepO} so any changes can be made instantly
    [22:04] {DeepO} as to tech: many of the things you discussed with GoW can be given by us
    [22:04] [10:04pm] {Arnelos} btw, I did a 4 gold short rush (1 shield) last turn that sped up our aqueduct in I think it was Santa Barbara by a whole turn :mad skillzzz:
    [22:04] [10:04pm] {Arnelos} I've been working on planning that out, actually
    [22:04] [10:04pm] {Arnelos} anyhow...
    [22:04] {DeepO} and I don't know about timing, but if anything is really necessary for you, you need to go ahead, of course
    [22:04] [10:04pm] {Arnelos} diplomacy stuff...
    [22:04] {DeepO} yes please
    [22:04] {DeepO} first things first
    [22:05] [10:05pm] {Arnelos} Need to know what to do about getting us some tech
    [22:05] {DeepO} it would of course be best if you improve your relationship with GoW
    [22:05] [10:05pm] {Arnelos} yes, that too
    [22:05] [10:05pm] {Arnelos} we would very much like to do so
    [22:05] {DeepO} that in itself is the biggest motivation right now
    [22:05] [10:05pm] {Arnelos} they are interested in purchasing Navigation, which would be a start
    [22:05] {DeepO} as the techs are not critical
    [22:05] {DeepO} yes, but as explained in the PM
    [22:06] {DeepO} the lux deal they're suggesting doesn't do our alliance any good
    [22:06] [10:06pm] {Arnelos} the incense you guys would like
    [22:06] {DeepO} gems, I think you mean
    [22:06] [10:06pm] {Arnelos} the lux deal might be worthwhile if GoW has a tech we really need
    [22:06] [10:06pm] {Arnelos} and you guys are NTA-bound
    [22:06] {DeepO} it is a 1000 gold deal!
    [22:06] {DeepO} for 1000 gold, they can give more then that
    [22:07] [10:07pm] {Arnelos} yes, we could haggle it up
    [22:07] {DeepO} as to NTA: they have the same ones from Lego as us
    [22:07] [10:07pm] {Arnelos} point is, if they're willing to do it and they really want the lux, we can haggle for techs
    [22:07] {DeepO} and that's important
    [22:07] {DeepO} well, yes, but no offense, we need the lux more then you need the techs.
    [22:07] [10:07pm] {Arnelos} right
    [22:07] [10:07pm] {Arnelos} agreed on that. I just didn't realize you guys needed it
    [22:08] {DeepO} not right now
    [22:08] {DeepO} but we need them to push further and get the geams
    [22:08] {DeepO} gems
    [22:08] {DeepO} as once we're on the offensive, we will need it
    [22:08] [10:08pm] {Arnelos} btw... how soon can we get our hill tiles RR'd?
    [22:08] {DeepO} we will lose the Lego lux
    [22:08] {DeepO} hills: this turn, perhaps.
    [22:08] {DeepO} I will start on it
    [22:09] {DeepO} but am still doing the last of ours...
    [22:09] [10:09pm] {Arnelos} the mountains are non-critical, but one of the hills tiles (I forget which) would be really useful for the SPD value of El Paso, I think it was
    [22:09] {DeepO} in many cities, this would mean 1-turn rifles instead of 2-turn...
    [22:09] {DeepO} wouldn't you need mines as well?
    [22:09] [10:09pm] {Arnelos} yes
    [22:09] {DeepO} these are a lot easier to get in between
    [22:09] [10:09pm] {Arnelos} but there are already mines on the hills
    [22:09] {DeepO} they only cost us 2 worker-turns
    [22:09] [10:09pm] {Arnelos} no mines on the mountains yet
    [22:09] {DeepO} well, I mean on the plains
    [22:10] [10:10pm] {Arnelos} oh, yes
    [22:10] [10:10pm] {Arnelos} I've been mining those myself
    [22:10] {DeepO} ah, okay
    [22:10] {DeepO} we're quite figureing out all this worker stuff
    [22:10] {DeepO} well, I am at least
    [22:10] [10:10pm] {Arnelos} of course, once we get our aqueducts done, I'll want to the extra food for a pop boost...then mine over tiles and use the sea and coastal tiles as the breadbasket
    [22:10] {DeepO} which means sometimes 1 worker extra or less can make a big difference
    [22:11] {DeepO} okay, if you got any planning on that, let me know
    [22:11] {DeepO} currently, we've got close to 50 workers running around
    [22:11] [10:11pm] {Arnelos} nice
    [22:11] {DeepO} industrial
    [22:11] {DeepO} and with rep parts
    [22:11] [10:11pm] {Arnelos} the thing we need most is mines and RR's on the hill tiles
    [22:11] {DeepO} okay...
    [22:11] {DeepO} I'll see what I can do this turn
    [22:11] [10:11pm] {Arnelos} ok
    [22:11] {DeepO} otherwise that should be done next turn
    [22:12] {DeepO} fortresses will come later on
    [22:12] [10:12pm] {Arnelos} right
    [22:12] {DeepO} no need for those right now
    [22:12] [10:12pm] {Arnelos} we'll need those by the time of Amphib Assault... a ways off, thankfully
    [22:12] {DeepO} further: as to defense
    [22:12] {DeepO} amphib is not that far off anymore
    [22:12] {DeepO} we're expecting it in something like 25 turns
    [22:12] {DeepO} maybe less
    [22:13] {DeepO} by that time, we will need infs on those hills and mountains of yours
    [22:13] [10:13pm] {Arnelos} I was under the impression that the techs currently being researched are Steel, Refining, Communism, Espionage, Atomic Theory, etc.
    [22:13] {DeepO} as well as in your cities
    [22:13] {DeepO} AT and electronics are ours
    [22:13] [10:13pm] {Arnelos} ok
    [22:13] [10:13pm] {Arnelos} nice
    [22:13] {DeepO} further we're close to finishing refining
    [22:13] {DeepO} and GoW is doing Steel
    [22:13] [10:13pm] {Arnelos} you guys building Hoovers, I take it?
    [22:13] [10:13pm] {Arnelos} (or built?)
    [22:13] {DeepO} we need them to split research later on
    [22:13] [10:13pm] {Arnelos} I haven't looked at F7
    [22:13] {DeepO} Hoovers: next turn it completes
    [22:14] [10:14pm] {Arnelos} NICE!
    [22:14] {DeepO} and don't give this info, please
    [22:14] [10:14pm] {Arnelos} no problem
    [22:14] {DeepO} well, it's not that important, we need factories in many cities
    [22:14] [10:14pm] {Arnelos} right
    [22:14] {DeepO} and the cost of Hoover (800 shields), is enough to provide for 4 or 5 power plants...
    [22:14] [10:14pm] {Arnelos} seems that you guys are ahead in tech, then
    [22:14] {DeepO} yes we are
    [22:14] {DeepO} and we're going to keep that up for as long as possible
    [22:15] {DeepO} we need it to invade Lego
    [22:15] [10:15pm] {Arnelos} btw... our GPT deal runs out this turn
    [22:15] [10:15pm] {Arnelos} how much do you want us to renew for?
    [22:15] {DeepO} and we need to give techs to GoW, so we can both attack them with tanks
    [22:15] [10:15pm] {Arnelos} lemme look at the last save
    [22:15] {DeepO} gtp deal: as much as you can spare
    [22:15] [10:15pm] {Arnelos} ok
    [22:15] [10:15pm] {Arnelos} we have a lot
    [22:15] {DeepO} right now, we've got a small treasury
    [22:15] [10:15pm] {Arnelos} building our cities up has given us a lot more money
    [22:15] {DeepO} but we're going to burn most of that on combustion
    [22:16] {DeepO} yes, that was the plan
    [22:16] {DeepO} we're lacking in the gold department
    [22:16] [10:16pm] {Arnelos} we can help there
    [22:16] {DeepO} and if we want to attack Lego, we're going to need all the units we can get
    [22:16] {DeepO} that would be superb
    [22:16] [10:16pm] {Arnelos} The only issue I'm tackling right now is scheduling shortrushes
    [22:17] [10:17pm] {Arnelos} if I can still do those while sending you as much gold as we can, I will
    [22:17] {DeepO} if all your cities have markets / banks, please build rifles
    [22:17] {DeepO} thanks
    [22:17] {DeepO} or conqs
    [22:17] [10:17pm] {Arnelos} in fact... it may be better to provide 1-turn gifts rather than 20-turn deals
    [22:17] {DeepO} that's fine by us
    [22:17] {DeepO} the 20 turn deals are only because otherwise we need to do it every turn
    [22:18] {DeepO} we would love you to be present in an invasion of Lego
    [22:18] {DeepO} would that be fine with you guys?
    [22:18] {DeepO} primary tasks: pillaging and firing your GA if you want
    [22:18] {DeepO} primary forces: conqs, nothing else
    [22:18] [10:18pm] {Arnelos} our net income, not counting us paying you, is 124 gpt
    [22:19] {DeepO} wow, that's sweet
    [22:19] {DeepO} we only get something like 400, after upkeep
    [22:19] [10:19pm] {Arnelos} ok
    [22:19] {DeepO} bpt, though is something else
    [22:19] [10:19pm] {Arnelos} we've been paying Vox for certain techs such as Democracy, though
    [22:19] {DeepO} yeah, but that is also something strange
    [22:20] {DeepO} democracy is something we don't have
    [22:20] [10:20pm] {Arnelos} oh?
    [22:20] {DeepO} and won't need either
    [22:20] [10:20pm] {Arnelos} interesting
    [22:20] [10:20pm] {Arnelos} sticking with Republic?
    [22:20] {DeepO} so once your NDA runs out, send it our way
    [22:20] [10:20pm] {Arnelos} no problem
    [22:20] {DeepO} yes... we're planning for war
    [22:20] [10:20pm] {Arnelos} right
    [22:20] {DeepO} and frankly, we need every tuyrn we can get
    [22:20] {DeepO} in 12-13 turns time, we're going to mobilize as well
    [22:21] [10:21pm] {Arnelos} we're currently paying Vox 5 gpt for Democracy... I think that just wore off
    [22:21] {DeepO} once most essential builds are out of the way
    [22:21] [10:21pm] {Arnelos} we're also paying them 5 gpt for horses... if they only knew how rich we are
    [22:21] {DeepO} that's not the baddest deal either
    [22:21] {DeepO} horses: stop that at first possibility
    [22:21] {DeepO} you can get them for free from us
    [22:21] [10:21pm] {Arnelos} we need 'em for conqs
    [22:21] [10:21pm] {Arnelos} oh?
    [22:21] [10:21pm] {Arnelos} you have 2 sources?
    [22:21] {DeepO} yeah, but we don't need them
    [22:21] {DeepO} no, only one
    [22:21] [10:21pm] {Arnelos} oh
    [22:21] [10:21pm] {Arnelos} ok, will do
    [22:22] {DeepO} but we're not building horses
    [22:22] [10:22pm] {Arnelos} lemme see when that wears off
    [22:22] [10:22pm] {Arnelos} heh.. next turn
    [22:22] {DeepO}
    [22:22] [10:22pm] {Arnelos} that's 10 gpt freed up
    [22:22] {DeepO} the moment I'll see I can send them, I will
    [22:22] [10:22pm] {Arnelos} ok
    [22:22] {DeepO} (2 turns, most likely)
    [22:22] [10:22pm] {Arnelos} we'll need 'em for conqs
    [22:22] [10:22pm] {Arnelos} Monterrey will finish a conq in 2 turns
    [22:22] {DeepO} and we need conqs
    [22:22] {DeepO} nice..
    [22:23] [10:23pm] {Arnelos} in fact, I've got Monterrey on 3-turn conqs now
    [22:23] {DeepO} also something else: as much as possible, don't disband units
    [22:23] [10:23pm] {Arnelos} I can't see why we would
    [22:23] {DeepO} because once the cities and hills are defended, it can still pay to have obsolete units defending flat coast
    [22:23] {DeepO} well, for rushing, of course
    [22:23] [10:23pm] {Arnelos} ah
    [22:23] [10:23pm] {Arnelos} they're not worth it for taht
    [22:24] [10:24pm] {Arnelos} we don't have enough military... we need every mil unit we can get
    [22:24] {DeepO} no, but in many cases they'r not worht upgrading either
    [22:24] {DeepO} agree
    [22:24] {DeepO} for us the same, btw
    [22:24] [10:24pm] {Arnelos} ok... next turn we should have 410 gold in the bank and an income of ~90 GPT
    [22:24] [10:24pm] {Arnelos} I'll try to figure what shortrushes we need in the near future and send you guys the rest
    [22:24] {DeepO} did you found the last PM, regarding NDAs?
    [22:25] {DeepO} thanks
    [22:25] [10:25pm] {Arnelos} no
    [22:25] {DeepO} oh, and we're so far not shortrushing anything
    [22:25] {DeepO} I'll try to dig it up
    [22:25] {DeepO} one sec
    [22:25] [10:25pm] {Arnelos} the two techs we DESPERATELY need are Industrialization and The Corporation... Replaceable Parts wouldn't hurt
    [22:25] [10:25pm] {Arnelos} but we don't need RP until we massupgrade rifles to inf
    [22:26] [10:26pm] {Arnelos} and cats to arty


  4. #244
    DeepO
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    part 2
    [22:26] {DeepO} poly is dead slow
    [22:26] {DeepO} so this will take a while
    [22:26] {DeepO} I know where to look, though
    [22:26] {DeepO} techs: indus is a problem
    [22:26] {DeepO} but is it really worth paying GoW for 4 or 5 turns gain?
    [22:27] {DeepO} and RP: no need to, we don't have any rubber anyway
    [22:27] [10:27pm] {Arnelos} heh - that sucks
    [22:27] {DeepO} so that can wait until the NDA runs out (18 turns, I believe)
    [22:27] {DeepO} yeah
    [22:27] [10:27pm] {Arnelos} what are you going to use to invade.... just rifles?
    [22:27] {DeepO} no saltpeter, and no rubber...
    [22:27] {DeepO} no way!
    [22:27] {DeepO} we need to get GoW to give us rubber
    [22:27] [10:27pm] {Arnelos} I sure hope you have oil
    [22:28] [10:28pm] {Arnelos} with all of that desert
    [22:28] {DeepO} but no diplo contact has been made regarding that
    [22:28] [10:28pm] {Arnelos} ah
    [22:28] [10:28pm] {Arnelos} hmm.... I talk to MZ all of the time
    [22:28] {DeepO} if we don't have oil, this game has turned rediciulous
    [22:28] {DeepO} you know, it would be an idea if you could talk them up about this
    [22:28] {DeepO} as diplomtically, we're still not shining
    [22:29] [10:29pm] {Arnelos} the only liability would be that I know Togas' had a policy of wishing to obscure the EXTENT of our alliance
    [22:29] {DeepO} not that I want to say our ambassadors aren't doing nice jobs, but there seem to be very little chatting going on
    [22:29] [10:29pm] {Arnelos} I'm not sure how worthwhile that is at this point
    [22:29] {DeepO} as to our alliance: everybody assumes total dependence
    [22:29] {DeepO} which isn't true, BTW
    [22:29] [10:29pm] {Arnelos} yes
    [22:29] [10:29pm] {Arnelos} it is
    [22:29] {DeepO} bah, not really
    [22:30] [10:30pm] {Arnelos} we're going to give you our money, you guys are protecting us and providing us tech
    [22:30] {DeepO} we welcome your independence
    [22:30] [10:30pm] {Arnelos} lol
    [22:30] {DeepO} okay, that's true
    [22:30] [10:30pm] {Arnelos} well, we're going to give you guys what money we can
    [22:30] {DeepO} but that doesn't keep you from leading your own lives (in the PTWDG)
    [22:30] [10:30pm] {Arnelos} in a way, true
    [22:30] [10:30pm] {Arnelos} point is... I'd be more than willing to run diplomacy for you guys
    [22:30] [10:30pm] {Arnelos} hell... would give us something useful to do
    [22:31] {DeepO} in that context, you guys have a lot more fun in chatting with other teams then we do
    [22:31] {DeepO} let me ask about this in our forum
    [22:31] {DeepO} I would welcome it
    [22:31] {DeepO} but that's just me
    [22:31] [10:31pm] {Arnelos} the only problem is that you and I would have to remain in VERY close contact
    [22:31] {DeepO} and I'm far from the team, I only play turns
    [22:31] {DeepO} that could be a problem indeed
    [22:32] [10:32pm] {Arnelos} btw... we should be trading WMs each turn... I know you guys give us WMs, but I guess we should be giving them back
    [22:32] {DeepO} well, you were
    [22:32] {DeepO} I found the PM
    [22:32] [10:32pm] {Arnelos} ah
    [22:33] {DeepO} and am copying it now
    [22:33] [10:33pm] {Arnelos} o
    [22:33] [10:33pm] {Arnelos} *ok
    [22:33] [10:33pm] {Arnelos} ok, thanks
    [22:34] {DeepO} I'm checking if any other things are in there, somewhere
    [22:34] {DeepO} (PM has been sent, btw)
    [22:34] [10:34pm] {Arnelos} ok
    [22:34] [10:34pm] {Arnelos} I'll get it in a bit
    [22:35] [10:35pm] {Arnelos} (not on 'poly right now)
    [22:35] {DeepO} anything else: just ask, like always
    [22:35] {DeepO} corp won't be a problem, once we can give you indus
    [22:35] {DeepO} as we researched that one ourselves
    [22:35] {DeepO} so that's yours at first opportunity
    [22:35] [10:35pm] {Arnelos} right
    [22:36] [10:36pm] {Arnelos} how many turns until the Indus NTA is up again?
    [22:36] {DeepO} oh, and for counting purposes, I'm currentyl playing 205
    [22:36] {DeepO} erh... one sec
    [22:36] {DeepO} until 216
    [22:36] {DeepO} so you can have it on 217
    [22:37] {DeepO} being 12 turns from now
    [22:37] [10:37pm] {Arnelos} ick
    [22:37] [10:37pm] {Arnelos} well, at least that gives time for me to set up pre-builds
    [22:37] {DeepO} Medicine before then, but that won't help you at all
    [22:37] {DeepO} what was the eta of GoW? it should be very similar
    [22:37] [10:37pm] {Arnelos} :shrug: it's one more tech we don't have yet
    [22:37] {DeepO} it's not that nice for you
    [22:38] [10:38pm] {Arnelos} MZ claimed that their NTA expires before your's does because Lego gave it to them sooner
    [22:38] {DeepO} but the most efficient thing to do...
    [22:38] {DeepO} could be, but it could at most be 2 or 3 turns
    [22:38] [10:38pm] {Arnelos} btw... I have an idea...
    [22:38] {DeepO} 2, I think
    [22:38] {DeepO} yes?
    [22:38] [10:38pm] {Arnelos} oh, wait, that won't work
    [22:38] [10:38pm] {Arnelos} nevermind
    [22:38] [10:38pm] {Arnelos} stupid trade screen
    [22:38] {DeepO}
    [22:38] {DeepO} oh, did I responded on the WM issue already?
    [22:39] {DeepO} we'll send it to you
    [22:39] {DeepO} and it would be good to send yours as well
    [22:39] [10:39pm] {Arnelos} right
    [22:39] [10:39pm] {Arnelos} will do
    [22:39] {DeepO} from time to time we check up on how the others are doing with their RRing
    [22:39] [10:39pm] {Arnelos} btw, MZ is in chat right now
    [22:39] {DeepO} we're very definately first
    [22:39] {DeepO} MZ in chat: problem is I don't get onto 'poly
    [22:40] [10:40pm] {Arnelos} GoW seemed to be doing well with RR's... Lego and ND seem well behind
    [22:40] {DeepO} GoW is okay
    [22:40] {DeepO} not superb
    [22:40] [10:40pm] {Arnelos} yeah
    [22:40] {DeepO} Lego is doing silly things
    [22:40] {DeepO} like mining hills when they can mine plains as well
    [22:40] {DeepO} which is a lot more effecient
    [22:40] {DeepO} I mean RRing plains, of course
    [22:40] [10:40pm] {Arnelos} right
    [22:40] [10:40pm] {Arnelos} RR+mine on plains is pretty good
    [22:41] [10:41pm] {Arnelos} only problem is food
    [22:41] {DeepO} as long as they have their territory RRed once we get there, it's okay
    [22:41] [10:41pm] {Arnelos} if you have enough workers, you irrigate first... build up population, then mine over it and use sea and coastal tiles for the food
    [22:41] {DeepO} nothing keeps them from doing the same as us: we don't have any foodsurplus
    [22:41] {DeepO} we use worker pmups
    [22:41] [10:41pm] {Arnelos} right
    [22:41] [10:41pm] {Arnelos} that works better if you have enough cities
    [22:41] {DeepO} not really
    [22:41] [10:41pm] {Arnelos} err, enough worker pumps
    [22:41] {DeepO} you can problably do the same
    [22:42] {DeepO} you still have one location that would benefit from a city
    [22:42] {DeepO} I thought it was on the hill next to El Paso
    [22:42] {DeepO} one of your unis is covering it
    [22:42] {DeepO} but that can very easily be fixed
    [22:42] {DeepO} and any city below size 6 can become a worker pump with RRs around
    [22:43] [10:43pm] {Arnelos} you mean the incense tile?
    [22:43] {DeepO} let me cehck
    [22:43] {DeepO} I'm half way through production
    [22:43] {DeepO} give me 2 minutes, pls
    [22:43] [10:43pm] {Arnelos} ok
    [22:43] {DeepO} (prolly less)
    [22:43] {DeepO} much less
    [22:43] {DeepO} was the last build
    [22:44] {DeepO} yes, the incense hill
    [22:44] [10:44pm] {Arnelos} I could use San Diego as a worker pump to fuel the growth of Santa Barbara and San Antonio once they have Aqueducts... but El Paso and Monterrey are basically maxed out
    [22:44] [10:44pm] {Arnelos} well, El Paso has more room
    [22:44] [10:44pm] {Arnelos} but it will just be specialists
    [22:44] {DeepO} you still have some space there, right?
    [22:44] [10:44pm] {Arnelos} ocean space, yes
    [22:44] [10:44pm] {Arnelos} no land space
    [22:44] [10:44pm] {Arnelos} using all tiles
    [22:44] {DeepO} okay
    [22:45] {DeepO} in that case, it would only help in commerce
    [22:45] {DeepO} in general, one more city is one won, though
    [22:45] {DeepO} even if it will be tiny for a while
    [22:45] {DeepO} but you check it out... it was only some hint
    [22:46] {DeepO} in case you want us to move for a settler, just say so, and we're gone
    [22:46] [10:46pm] {Arnelos} I'll have to look at the impact on El Paso... I think that would knock the city below 20 spt until factories
    [22:46] [10:46pm] {Arnelos} unless I re-worked the MM to shift some from Monterrey
    [22:46] {DeepO} including mines on currently irr plains? in that case, it would not be ideal
    [22:47] [10:47pm] {Arnelos} all plains within range of El Paso are already mined
    [22:47] [10:47pm] {Arnelos} El Paso is completely improved
    [22:47] [10:47pm] {Arnelos} correction!
    [22:47] {DeepO} if the question would be either one less specialist somewhere, against an extra city...
    [22:47] {DeepO} yes
    [22:47] {DeepO} one more tile to go
    [22:47] [10:47pm] {Arnelos} if you mine those hills, I'll pick up a few extra shields
    [22:48] {DeepO} RR, right?
    [22:48] [10:48pm] {Arnelos} sorry, yes, RR
    [22:48] {DeepO} mining has already be done
    [22:48] [10:48pm] {Arnelos} ok
    [22:48] [10:48pm] {Arnelos} I hate losing one of my most productive tiles, though
    [22:48] {DeepO} it wouldn't be lost
    [22:48] [10:48pm] {Arnelos} that incense tile would be great for El Paso once we get factories up... once RR'd, it's even better
    [22:48] {DeepO} just transformed
    [22:49] [10:49pm] {Arnelos} it won't be boosted by a factory for a long time
    [22:49] {DeepO} well, yes, it's your choice
    [22:49] [10:49pm] {Arnelos} I'll look at it
    [22:49] {DeepO} it was just something to keep in mind
    [22:49] {DeepO} I don't have all the info, of course
    [22:49] {DeepO} you have....
    [22:49] [10:49pm] {Arnelos} the question is the extra commerce versus having those extra shields in El Paso if it matters for certain SPT totals or for after we get a factory up there
    [22:49] {DeepO} in case I've got extra workers
    [22:49] {DeepO} where do you want me to let them go first?
    [22:50] [10:50pm] {Arnelos} Santa Barbara-9 hill was needed first
    [22:50] [10:50pm] {Arnelos} (RR)
    [22:50] {DeepO} SB 9... I'll try to do this right away.
    [22:51] [10:51pm] {Arnelos} the other hills aren't as critical right now
    [22:51] [10:51pm] {Arnelos} but eventually, yes
    [22:51] {DeepO} okay..
    [22:51] [10:51pm] {Arnelos} WB-8 would be nice
    [22:51] [10:51pm] {Arnelos} would speed up the aqueduct
    [22:51] {DeepO} well, we're looking at most at 3 turns before everything would be RRed
    [22:51] [10:51pm] {Arnelos} right
    [22:51] {DeepO} WB?
    [22:51] [10:51pm] {Arnelos} sorry
    [22:51] [10:51pm] {Arnelos} SB
    [22:51] {DeepO} ah
    [22:52] [10:52pm] {Arnelos} San Diego-2 would also be great
    [22:52] [10:52pm] {Arnelos} same reason
    [22:52] [10:52pm] {Arnelos} San Antonio-2 as well
    [22:52] {DeepO} will try to do so...
    [22:52] {DeepO} if you've got 10 minutes time, you can know the results
    [22:52] [10:52pm] {Arnelos} once those are RR'd, then we look at mining over irrigated plains... but the TIMING will be key... I'd like to micro-manage the timing so we speed both growth and builds
    [22:53] {DeepO} mining over irrigation: I prefer to do this first
    [22:53] {DeepO} and we've got a surplus of workers
    [22:53] {DeepO} so your workers are excellent to fill cities with
    [22:53] {DeepO} no need for normal growth, if you acn avoid it
    [22:54] {DeepO} we might even decide to give ou our workers, once we don't know what to do with them anymore
    [22:54] {DeepO} dropped a few letters, but you know what I mean
    [22:54] [10:54pm] {Arnelos} well, your workers are much more efficient than ours, I think
    [22:54] [10:54pm] {Arnelos} despite us getting the Dem bonus
    [22:54] [10:54pm] {Arnelos} you get RP and Ind bonuses
    [22:54] [10:54pm] {Arnelos} keep 'em native for now
    [22:55] {DeepO} of course
    [22:55] {DeepO} only once the improvement is done
    [22:55] {DeepO} the only reason you need workers is if you want to forest-deforest tiles for the bonus
    [22:55] [10:55pm] {Arnelos} btw... I have a question... the timing of improvements... when you mine over a tile before us in the turn order, that means we get the tile AS MINED rather than as it was on our turn, right?
    [22:55] {DeepO} (and don't tell this to anyone, but we're going to use that very extensively)
    [22:55] {DeepO} yes
    [22:56] {DeepO} AFAIK
    [22:56] [10:56pm] {Arnelos} I thought the forest/deforst exploit had been removed in PTW?
    [22:56] {DeepO} what exploit?
    [22:56] {DeepO} you can only do it once per tile
    [22:56] [10:56pm] {Arnelos} forest/deforst continuously... it only works the FIRST time you forest, IIRC
    [22:56] {DeepO} bvut that's okay... every tile will do it once
    [22:56] [10:56pm] {Arnelos} ok, right
    [22:56] [10:56pm] {Arnelos} only once
    [22:56] {DeepO} yes
    [22:56] {DeepO} but for our territory, that's an extra 800 shields
    [22:56] [10:56pm] {Arnelos} nice
    [22:57] {DeepO} so... if used well, 3200 gold won on rushes
    [22:57] [10:57pm] {Arnelos} very nice
    [22:57] {DeepO} you also have plenty of tiles that could do this
    [22:57] {DeepO} but it is even more iomportant to plan
    [22:58] {DeepO} and whatch out, as some of your territory was already forested once
    [22:58] {DeepO} so won't give the bonus
    [22:58] [10:58pm] {Arnelos} perhaps that could be done to speed up factory builds once we're ready for that... but, then again, I have plenty of time. The only places where it would be really needed are for Santa Barbara, San Diego, and San Antonio (which have lower SPT's and not as many improvements)
    [22:58] {DeepO} I think I can provide you guys with a map, but maybe you've got one yourself
    [22:58] [10:58pm] {Arnelos} I could use such a map if you have one
    [22:58] {DeepO} very importantly: we can't do it for you
    [22:58] [10:58pm] {Arnelos} right, I know
    [22:58] [10:58pm] {Arnelos} we'd have to build the workers
    [22:58] {DeepO} we can't chop
    [22:58] {DeepO} yes
    [22:59] {DeepO} map: let me check for our first map with Vox territory
    [22:59] {DeepO} e-mail address pls?
    [22:59] [10:59pm] {Arnelos} arnelos@aol.com
    [22:59] {DeepO} one sec
    [23:00] [11:00pm] {Arnelos} btw... why do you have a galleon sitting off of our coast?
    [23:00] {DeepO} ah, it was meant as protection
    [23:00] {DeepO} that while you removed your portion of the sea wall
    [23:00] {DeepO} we could spot possible invaders
    [23:00] [11:00pm] {Arnelos} right
    [23:00] {DeepO} but you were too impatient, and removed them before we were able to spot them
    [23:01] [11:01pm] {Arnelos} I've got a worker up there because we have 5 and only 4 are useful at a time
    [23:01] {DeepO} it has been patrolling the area for a few turns now
    [23:01] [11:01pm] {Arnelos} El Paso and Monterrey both complete units in 2 turns... we can fill gaps then
    [23:02] [11:02pm] {Arnelos} El Paso builds 1 rifle every 4 turns... Monterrey is at 1 conq ever 3 turns
    [23:02] [11:02pm] {Arnelos} well, I gotta take off
    [23:02] {DeepO} okay
    [23:02] [11:02pm] {Arnelos} good to finally chat with you about this stuff
    [23:02] {DeepO} found the screenshot
    [23:02] [11:02pm] {Arnelos} get back to me on the diplomacy stuff
    [23:02] {DeepO} let's try to keep it up
    [23:03] [11:03pm] {Arnelos} definately
    [23:03] {DeepO} I will
    [23:03] [11:03pm] {Arnelos} I'll idle in here so I can post an altered log later
    [23:03] [11:03pm] {Arnelos} cya
    [23:03] {DeepO} cya!
    [23:03] [11:03pm] Arnelos (Arnelos@2045F822.904052B7.668F306.IP) is now known as Arnelos_AWAY
    [23:05] {DeepO} okay, just mentioning that I sent you the screen shot.
    [23:05] {DeepO} I will post RR moves once their done
    [23:05] {DeepO} *they're
    [23:05] {DeepO} damn phonetic English of me
    [23:41] [11:41pm] Quits: Arnelos_AWAY (Arnelos@2045F822.904052B7.668F306.IP) (Connection reset by peer)
    [23:41] {DeepO} okay, it seems this turn is better for us to RR your territory then next, so it's done. Only tile not RR yet is the hill on SA2, but it is occupied with a cat. remove that pls, and we'll do it
    [23:41] {DeepO} damn... disconnected
    [23:41] {DeepO} will send you a log later on
    Session Close: Mon May 10 00:00:00 2004

  5. #245
    DeepO
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    PM to Arnie:
    Hi Arnelos,

    let me address your points below.

    1. I sent you Navigation, our WM, and 400 gold (accepted). We are now making 85 gpt, which will increase very soon since we complete 2 aqueducts next turn and another in 3 turns after that. The additional population will be placed on coastal and sea tiles, giving us more money to send to you.
    Great!
    2. This leads me to ask about what to do with these cities next. Banks would increase the amount of money we could send to you or have available for our own upgrades or rushes. Military units would be nice to start building. Cathedrals would let the cities raise their populations higher without having to use specialists (probably what I'll build first before the other choices, but that still leaves what to do after that). Factory pre-builds might be good to start in preparation for receiving Industrialization.
    If possible, factory prebuilds would be best. If that's too soon (as the prebuild would complete before we can give you indus), perhaps units. The sooner you will have factories, the better. Of course, this is only necessary where you have a decent spt, but I guess all your cities will be able to get 10 spt before factories, which more then justifies one. The only exception I see is if you can get a worker pump going, thus mining all possible plains, and count on that pump for growth.

    3. I moved one of our catapults on the unit wall away from San Antonio-2 since that's the tile we had covered and you couldn't build an RR on. Since that city will complete its aqueduct this turn, I'd like it to have the additional shields for whatever I decide to build next there.
    I'll try to fit it in. However, as your aquaduct will complete there even without the RR, we do have another turn to RR it, if that would be better from our side. Don't be alarmed if it is not done next turn, it will be done in 2 turns for sure.

    4. GoW sent us Replaceable Parts, Medicine, and Wines (all unaccepted). MZ sent me a message that they'd like to make the deal for incense and Navigation. I'm inclinced, after our conversation, to turn him down. However, I did have an idea. If GoW would be willing to pay MONEY at least for Navigation, it may be valuable to accept such a deal so that our alliance has at least a little bit more money available for research.
    Agreed. However, there is something else we've been discussing in forum, which might help. See below.

    5. I mentioned to MZ in chat that you guys had wanted to contact them about making a deal for rubber, but that you're never in chat. I mentioned to him that since it took me almost two weeks to schedule a chat with you, I'm not surprised if he has trouble too and it might just be better to PM you. I hope that helps.
    It will... CH sent him a PM on this yesterday, I think, and he hasn't responded yet... chat is difficult for us (I can't connect to 'poly, others simply never chat)

    That should be all for now. Let me know about anything regarding the above or other issues you'd like to raise.
    Well, there is one extra issue: we talked about RP taking some of our diplomatic stuff out of our hands in chat, and I posted that to the board. So far, the response has only been positive. It depends a bit on how far we would want to take this, so I'm certainly not in the position to just say: go ahead, and do as you please, but a lot of interesting ideas have come forward. Are you still interested in this, and would you by any chance of some kind of framework in which this works?

    One idea that we've been playing with is that for instance we give you a tech to sell, and you broker it in our name. Or that we ask you to get some rubber for our alliance, and you do what you please do secure some. We're not ready yet to simply give all our diplomtic stuff out of our hands. (even if we fully agree your team is a lot better in this then we are) There are still a lot of problems to be overcome, and a lot of agreements on how we would see these things to be made (and this will not happen in one week time, I'm sure), but any input from you in this discussion would be greatly appreciated. One thing: we better get some kind of mutual agreement on this in place, before we ask other teams if they would accept it... at least to keep the public forum quiet.

    DeepO

  6. #246
    DeepO
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    PM to Arnie:
    Arnelos,

    now that you will have aquaducts, your cities will be at size 7 in 2 turns (1 in 3 turns). Could you give me precise numbers what would happen if we would provide you workers for growth? Please keep in mind that also means a lot of those irr. plains can be mined instantly.

    I was thinking of the following:
    1. you stop improving your land immediately. We can do that for you without any problem, as you've seen so far. Either you start forest-chopping tiles for the bonus, or you add your workers to your cities. Giving them to us could also work, we can use slaves for many tasks (e.g. chopping), but in that case we shouldn't improve your land, or help you when pollution strikes.

    2. you give me a map with all the new mines on irr plains you want to have, and we'll take care of that. You balance it so you have 0fpt in all your cities (where possible).

    So far, this should be done regardless of the rest of the plan. You growing your own pop when we still spit out 3 workers every 2 turns is nonsense, especially as we're fast running out of uses for those workers of ours.

    If possible, note somewhere what kind of global spt, and gpt this will bring you.

    3. Not all cities are at size 12 by now: please mention how many workers you still need to max out in tile-useage. Keep one taxmen for the moment, which should tranform in a scientist in a few turns, once we can give you Indus.

    4. If you for instance need 15 workers, indicate the biggest gains workers would give you, in batches of 5 or so. So, if we give 5 workers, optimal useage of those would net an extra x spt, y gpt. 10 workers would give.... 15 workers would give...

    This last point is needed to determine where our workers should be added to cities first. We also have a few cities which will gain from some more pop, But in many cases, these cities are busy building factories, and will go to units / ships, before unis or banks can be built. It is very possible that your pop is worth more then ours.

    If you could give me such an estimate, we can decide, but I expect that in 2 turns time, you're going to receive a bunch of workers from us, after we improved the rest of your land. Adding those to your cities could very well get your gpt count to 150 or higher.

    Would you like a scheme like this? Any changes you might see?

    DeepO

  7. #247
    Krill
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    PM to Arnelos, as yet unfinished. Could all of you tell me what I have missed please

    [edit by DeepO:] Krill, mention also a date (8 turns from now?) RP doesn't keep dates in the turn format we are. And their horses come from Vox, but they previously said it was up for renewal. One last thing: maybe encourage them to sell navigation to Bob if they want to... [/edit]


    Hi Arnelos,

    I'm calling to inform you of Gathering Storms change in Foreign affairs program.

    I'm now the Minister of foreign affairs, and I've been told to act as your contact for GS.

    Now the two other items of this PM are that we are going to send you Industrialisation in turn 217(c. 1010 AD), and to update you on our plans about Lego.

    At the moment we are still planning where to hit them, or even the compostition of our forces. Some people want to drop about 30 infantry onto a mountain and watch Lego commit suicide against them, while others want to use the marines to capture a city. I'll PM you again when we have the plan sorted out, and more of the team back to help out. We are leaning towards an attack with marines around Quanto mechanico, and then guuting them by taking out their FP .

    We are still going to require you conquistadors for pillaging, but we were wondering where you had got the horses from? Vox? If you let the deal run its' course, we will gift you horses. The only thing we want you to do (on a separate issue) is to sell Nav to bob.

    cya
    - krill
    Last edited by Krill; June 10, 2004 at 10:19.
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

  8. #248
    DeepO
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    Togas,

    just a quick message that next turn, you will receive Industrialization from us. We're not sure if there won't be another option to get it, but could you start a 1-scientist approach to espionage? There have been talks about getting the tech elsewhere (ND), but nothing has been decided yet.

    The turn after, you will get Corporation, and one turn later Refining. rep Parts is not so close, and sanitation. But in case we need it, we can ask GoW if we can give it to you sooner.

    update on techs: we just finished Combustion. Please build enough conqs to fill 1 or 2 boats, ready for deployment in some 20 turns. Other then that, it would be a good idea to build rifles, Lego is at worst 9 turns from Marines (GoW also something like that, but they're waiting for our techs first)

    ciao,
    DeepO

  9. #249
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    From Arnelos


    1. Didn't get Industrialization this turn.

    2. In terms of what we have, we will have 8 Conquistadores on 2 Galleons shortly. Until we get our Factories up (the prebuilds for which have already started), we won't have much else to offer aside from MONEY.

    3. We are currently getting horses from a hanging deal of horses for a measly 5 gpt from Vox Controli. I think Togas' rationale for keeping the agreement has been that it maintains the veneer that we're going to continue to play nice with Lego/Vox. The fact that they haven't asked for any increase in the token 5 gpt sum is also interesting, considering that our actual income is at about 150 gpt right now.

    Lemme know what you guys need. I'm sending money as we make it.
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

  10. #250
    Krill
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    oops...

    I need to be more careful in future. Where was that pm...


    Krill,

    Vox has offered us Communism, but their initial asking price is 500 gold. I'm of a mind to think that we can probably wait until you guys can send it to us (when your NTA wears off) rather than pay them 500g for it now (since we wouldn't even start a police station until after our factories are done anyhow).

    Police Stations will help with WW under our democracy, but corruption doesn't mean anything to us, so we would only need them during wartime (since we have only 1 luxury and on the edge of maintaining order as things are now).

    What thoughts do you have on the issue and have you already obtained Communism from Vox?



    Sorry for the mix up.
    Last edited by Krill; June 24, 2004 at 08:03.
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

  11. #251
    vulture
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    Krill - should that one have been posted in this forum?

  12. #252
    Krill
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    To RP

    Arnelos and RP,

    Sorry, we may have had a misynderstaning; you will now receive indus in next turn, corp after that, then refining the turn after.

    We are happy for you to carry on with the horse-5gpt deal, and thank you for actually thinking about image. That is something we are really bad at

    On communisum, best forget about buying it from them: they are going to need all the money they can get, and we don't want to give it to them, do we we will give it to you when the NTA wears off (in around 19 turns).



    What have I missed? They will have long enough, with prebuilds, to have al their PS built. Or we could break the NTA now, and claim RP researched it themselves. what do you think?
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

  13. #253
    asleepathewheel
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    why in the world are they wanting to build them. rifles rifles rifles are what they need. Any backstab by gow runs right through them...


    and I would advise not breaking the NDA with vox. Its just not worth it imho. we haven't done it yet, and we don't want others breaking ours...

  14. #254
    DeepO
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    Togas, RP was going to be yours in a efw turns anyway, but it's very good you got rubber out of the deal. You know we can't help you there. Also, the lux from ND is excellent news!

    the gold isn't that much of a problem, don't worry about it. We're counting on you to get to computers before invading Lego, but 400 gold should not make the difference. (ps, GoW and ND doesn't know this yet, they think we'll invade with infs, not MIs)

    news: not really, but let me confirm our invasion date with you: we should sail in 15 turns, invade in 18. We're still hoping you will join us, contributing e.g. a transport full of conqs (more always nice, of course). We're not sure how the war is going to progress, and if we would gain land for both of us there, but let's see that when we get there.

    Oh, as you have seen, we've stopped our full sea wall, as it was of no real use anyway. the rifles on your hills will be replaced by infs soon enough (in 2 turns, most likely). You do have one cat blocking a hill, please let us fort it first.

    DeepO


    DeepO,

    We didn't send any gold this turn with our WM.

    We are undergoing an upgrade project to get rid of our obsolete catapults. It's rather costly.

    For the next 4 turns we won't be sending you 100g.

    If this is a problem, please let us know. We can scale it back to 50g over 8 turns, perhaps. Just let us know.

    Also note: We purchased rubber (and Replaceable Parts) from GoW for Navigation. We have also bought 3 luxuries from ND for a paltry GPT sum.

    --Togas

    p.s. And let us know if there's any news

  15. #255
    DeepO
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    Togas, we're definately going to keep you up to date on techs, currently we're waiting for the NDA on steel to run out. Once that happens, we can advance you 3 or more techs. (should be soon, don't know when exactly)

    Also, we've send you SM this turn, Lego got it last one. Maybe something else: we mobilized last turn, and next turn will get tanks...

    arts will be useful, however I'm not sure if they would be useful for you: given the situation, it would be very hard for you guys to keep a city there, so also have little use for defenders. Without those, they're easy prey for Lego.

    Maybe, and this is only a very rough idea, could you give them to us? I think we're going to have to declare war one turn or another, to give you oil (for transport upgrades). It could be exchange time for a couple of arts as well (not all)

    Oh, while we're at it: don't trust GoW too much. keep your defenses checked, think 4 or 5 infs minimum in the reachable ports. GoW is currently weak to us, and thay will most likely stay so for some time to come, so they shouldn't try too much, but still... it's very possible MZ is trying one of his evil plans again.

    DeepO


    Understood about the seawall. Now that railroads are in place, the move makes perfect sense. We'll be pulling all of our cats into our cities for upgrades, so that final hill should be open shortly.

    Regarding the invasion: We have enough 2 boatloads (4 units) of Conquistadors already, we can probably contribute 3-4 boatloads by invasion time. Our factories are almost finished and we plan to continue mass producing Conquistadors very shortly. We can also contribute artillary to the cause if they'll be of any use.

    We're going to plan for 15 turns. As the time approaches, please send us the tech for transports and give us a rally point to send our troops. With transports we'll be able to fit in more units.

    --Togas

  16. #256
    Cort Haus
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    from Togas


    Greetings,

    We need the help of your workers to clean up polution on one of our northern hills. If you can spare the workers, we'd greatly appreciate it.

    Also, we'd like to know if there's a timeline in place for the invasion of Legoland. We've been stockpiling Conquistadors for the invasion, as well as, some support infantry. We have galleon that we plan to upgrade to Transports once we have the tech and the proper resources. Hopefully, we can get that from you just before the invasion is to proceed.

    Please get back to us on the timeline.

    --Togas

    and my brief acknowledgement



    Greetings,

    Thankyou for your message, Togas. We can certainly attend to your pollution this turn, and I'll get back to you asap on the timeline.

    Regards,

    -Cort


  17. #257
    Cort Haus
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    to Togas



    Greetings, Togas.

    My apologies for not getting back to you last week as intended. Amphibious Warfare arrived a turn late, which threw us slightly off-step, but now DeepO is back from his holiday and catching up, we'll be able to confirm plans for you very soon.

    Regards,

    -Cort


  18. #258
    DeepO
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    Togas,

    We're at the brink of starting our invasion of Legoland... hopefully everything goes as planned. Right now, we're discussing a possible delay of invasion (D-day was set at turn 242, 1270 AD) of 1 or 2 turns, to get all our forces ready. Turn 242 is also the first turn in which Lego will have tanks.

    Which leaves your involvement in this war: we would certainly appreciate you joining in on the fun, with those conquistadores. In order to do so, we will provide you with oil next turn, for one turn only. We will pillage our source later, so you've got 1 turn to upgrade your galleon(s) to transports, and start oily builds if you need them (I wouldn't know what, though). We will also give you a map with where we will build a harbor city for you in case of a successful landing, and where you would better have your ship(s) at T-1 (and our spots too, so you don't interfere with our fleet). This is for later, though, as it is still discussed on our forum.

    The plan so far is that you get your conqs on Legoland, attack / pillage whatever you can (we will most likely give you a map of possible goals, and of things which can't be destroyed as we need them ourselves), and possibly, if you want, we create an opportunity for you to start your GA. We're not sure what to do with the city we'll give to you, either you defend it for one turn and give it back to us, or you raze it after it was used. More on that later, it will depend on the situation.

    Any questions or suggestions are of course more then welcome!

    DeepO

  19. #259
    DeepO
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    Togas,

    I will . And thanks for the troop numbers, they are quite impressive coming from your empire. Maybe we can find you a spot to resettle (part) of your empire soon, so you can once again grow to full potential.

    Waypoints and a plan will be on its way when we get next turn. Right now, we're in internal debate, and GoW discussion on when, and how to start. It will be close, I think you can barely reach the post we picked for your harbor city. But a precise plan is coming, I promise you that.

    One thing I would like to know before D-day is whether you want to start your GA or not. Bringing art will make it easier, but I think it would be best if we leave a Lego unit somewhere at 1 hp, and tell you where you can find it. If it doesn't interfere with our conquest, of course

    Let's hope GoW doesn't decide to follow one of MZ's evil plans... if they don't Lego is going to get very surprised in a couple of turns.

    DeepO

    DeepO,

    In 1270ad we will have in excess of 20 conquistadors available for an attack, and could bring in a group of 7 infantry and 6 artillary to protect the beachhead, if it is deemed necessary.

    We will have 6 galleons to be upgraded. We did not send gold this turn to allow us to stockpile enough gold for those upgrades. By next turn we'll have enough and will then continue gold shipments.

    You can send us oil at any point from next turn to the start of the attack.

    Please send us waypoints and turns that we need to be at those waypoints. Please tell us the turns in game years (1270ad for example) as our turn #s may be slightly off, but the years are right on.

    --Togas

  20. #260
    DeepO
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    Oh, I forgot... D-day is currently set at either 1280 AD, or 1290 AD... but more info on this in the next couple of days.

    DeepO

  21. #261
    DeepO
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    Togas,

    I'm sorry. In all the excitement I forgot to send you a message...
    We realised that we couldn't get you in on D-day, sadly enough, you need at least 2 more turns to reach Legoland. It doesn't really matter how you get there for now (the first 2 or 3 turns you can't disturb us), so could you aim for the region near Quanto Mechanico?

    Some advice, though: stay away from the Voxian coast. It wouldn't surprise me if they would take the first chance they got to sink your ships. Also, keep plenty of defenders at home, and don't build anything else but defensive units. I think many teams considers RP the key to GS's lock... in case we are under invasion threat, RP becomes target #1. As long as we can't guarantee you a decent place to stay, you won't need a lot of defenders on Legoland anyway.

    DeepO


    DeepO,

    I noticed that you have started the war on Legoland, but we have not received any instructions. Please let us know what the brave Conquistador volunteers may do to aid you in your cause.

    --Togas

  22. #262
    DeepO
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    Togas,

    I'm sorry, I've not been keeping you up to date. Let me dig up the reports we have also been sending to GoW. Even if you haven't officially declared war yet, you should be kept up to date to what is happening. Again my apologies that you have to ask this, where I should have thought about it, and done it spontaneously.

    I'm afraid we can't help you with the subs, though. Lego has sunk our last sub last turn... we're just as much in the dark as you are. And for the moment, we can't spend the shields on more subs, even if they are on our wishlist.

    Well... that's not exactly right. We've been sinking a couple of their subs, and have a rough idea on 2 others. but you'll see that in the screenshots I'll send you in a moment. We can't protect you, though: we can't escort your transports in the same tile, and it is of no use to just be near them with a DD.

    Safe sea lanes? The best I can tell you, is that we've cleared the whole inner sea of anything we've spotted (apart from 1 sub). If you go in the direction of Hurricane, you will find our chain there... normally, if you stay to the South of it, you should be pretty safe. But the best bet is that Lego won't be the first to attack you, until they see you as a very imminent danger (due to war weariness). Which will be the turn before you land. Hopefully by that time, Lego will be more interested in our reinforcement chain, than they are in you.

    I don't know if I asked this before or not, but do you have an empty transport accompanying you? It's about the best protection you can get. It would be a bit late to build one know, though

    Oh, I sent you motorized transportation. I know you can't use it without resources, but unfortunately we're short on those ourselves... we only have 1 source of oil, and no rubber. But at least you've got the tech, whenever we see an opening (e.g. by trade with the Bobians), you can start on those nice shiny tanks

    I'll be back in a moment with those screenshots. Please don't hesitate to ask something, it's so hectic at times that I forget a lot of things. Again my apologies for that.

    DeepO


    While reading the war reports I see a lot of ship to ship combat involving submarines.

    Our transports could really use some convoy support or some sort of safe sea lanes to ensure that we don't hit the bottom before we land. Can you keep us posted on the best route for our ships to travel?

    Also, if you get any invasion screenshots, would you mind forwarding them to us? We'd like to see how things unfold.

    --Togas



  23. #263
    DeepO
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    here's the full report for T240 (1250AD) and Lego's forces at the start of T241



    Situation scetch before movement:


    Battle Report:
    (DD1 is the first, but it was moved before the screenshot was made)

    DD1 attacks Ir Shark . DD 4/4.
    DD2 attacks Ir Southfork. DD 1/4.
    DD3 attacks DD Achilles. DD 2/4.
    Sub1 attacks DD Poseidon . Sub 2/4.
    DD4 attacks DD Argonout. DD 2/4.
    Sub2 attacks Sub U-Q2. Sub 1/4.
    DD5 attacks DD Athena. DD 2/4.
    DD6 attacks Ir Dagger. DD 2/4.
    DD7 attacks Ir Sledgehammer. DD 3/4.
    DD8 attacks Ir Maul. DD destroyed. Ir Maul 3/4.
    DD9 attacks Ir Maul(3/4). DD promotes to elite 4/5.
    DD10 attacks Ir Iron. DD 3/4.

    Total: 12 attacks, 11 won, 1 lost, 1 promotion.
    We lost 1 DD.
    Lego lost 6 Ir, 1 Sub, 4 DD.

    plan
    We basically have 3 fleet.
    - Northern fleet leaves from Hurricane, and sails to the fork on Forkmouth, Sandonorico and Quanto Mechanico. Needs to sail close to Lego stack of BB.
    - Southern fleet leaves from Sufa, sails to fork on Quanto Mechanico and Abilene.
    - Deep Southern fleet is an empty fleet, and sails to fork on Abilene and Tiperrary. Only consists of 3 TR and a few defenders, but will be within chaining range of the S fleet. It could bring 24 M to Lego's shore, so they can't leave Tiperrary undefended.

    We will try to chain extra troops to the transports during the next few turns. As we will not know which chains will succeed (there are Lego subs around), precise troop composition is uncertain. In total, our invasion force exists of
    > 56 M
    > 50 T
    > 20 I
    9 S
    3 E
    no artillery
    a minimum of bombers

    Further, RP is going to join us. However, we were late in planning it, and as a result, they will be a few turns behind us, they won't be present on D-day.

    We will provide Lego troop numbers for as long as possible, but they might expose our spy. As far as we can see, Lego is the only other civ with a CIA built.




    Legoland forces:
    at start of turn 241

    - 2 settler
    - 15 worker
    - 8 horsemen
    - 41 Cavalry (-10! Lego is using them to seed ships or tank builds, no doubt about that)
    - 89 infantry (+4 built)
    - 62 artillery (+1 built)
    - 7 ironclad (-9 lost in battle)
    - 15 transport
    - 10 subs (+3 built, -1 battle)
    - 5 DD (+1 built, -4 battle)
    - 9 BB
    - 2 bomber



  24. #264
    DeepO
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    turn 241:



    - The darkest red are the killing zones of last turn.
    - Transparant red are the possible places where the attackers can be
    - In black, there are 2 identified Lego Subs. One of those we tried to sink, the other we couldn't reach
    - White arrows give all our moves (one exception: when moving the escorts of the N fleet, I spread out to have more chance of encountering a sub. I didn't draw all the lines because of clutter)
    - White transparant squares are the tiles in which we can land our fleet in the different turns (we settled on '1 of e' for the N fleet, and the section of S and Deep S fleet).


    Battle Report
    fighter bombards sub U-Q1 (3/4). hit. sub 2/4
    2/4 DD attacks sub U-Q1 (2/4). 2/4 DD sinks. Sub 2/4.
    1/4 Sub attacks sub U-Q1 (2/4). 1/4 Sub sinks. Lego sub promotes, 3/5.

    Total: 1 bombardment, and 2 battles. We lost a DD and a Sub.


    DeepO

  25. #265
    DeepO
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    Turn 242 (1260 AD)
    LegoForces
    Units turn241 turn242
    Setler 2 2
    Worker 15 17 (+2)
    Horsemen 8 4 (-4)
    Cavalry 41 (-10) 25 (-16)
    Infantry 89 (+4 B) 89
    Artillery62 (+1 B) 62
    Tanks / 16 (+16)
    Ironclad 7 (-9 LiB) 7
    Transport15 15
    Sub 10 (+3 B, -1 LiB)11 (+1 B)
    DD 5 (+1 B, -4 LiB)7 (+2 B)
    BB 9 9
    Carrier / 1
    Bomber 2 2


    Gathering Storm Forces
    Units turn241 turn242
    Setler 10 (+.20/turn)(+1 B) 10 (+.20/turn)
    Worker 24 (+.5/turn) (+1 B, but one used already) 25 (+.5/turn) (+1 B)
    Rifle 20 20
    Infantry 57 42 (15 upgraded last turn)
    Marines 40 (+8.24/turn) (+10 B) 55 (+8.24/turn) (+5 built)
    Artillery14 14
    Tanks 70 (+.13/turn) 70 (+.13/turn)
    MI 1 (+1.16/turn) (+1 B) 16 (+1.16/turn)
    Galley 2 2
    Transport15 27 (+1 B)
    Sub 2 (-1 LiB) 0 (-2 LiB)
    DD 22 (+1 B) (-3 LiB) 20 (-2 LiB)
    BB 9 9
    Carrier 26 (+.5/turn) 27 (+1 B)
    Explorer 3 (+ .14/turn) 4 (+ .14/turn) (+1 B)
    Fighter 2 (+0/turn) 2 (+0/turn)



    N fleet now consists of:
    - 55 M
    - 4 MI
    - 34 T
    - 1 E
    - 6 S
    - 4 I
    for a total of 13 TR, or 104 places on board.

    Next turn, 6M will complete, which will be our backup forces. We could build 8 (I think), in which case I've got to change that during build phase. But right now, I favour MI more than M, seeing as our rubber is going to deplete next turn.

    Our N fleet is protected by 7 4/4 DD, and 1 2/4 DD.

    S fleet:
    - 36 T
    - 2 E
    - 4 S
    - 18 I
    - 4 W
    (8 TR, or 64 places)

    S escort: 3 4/4 DD, 2 3/4 DD (and carrier)

    Deep S fleet: 3 empty TR, with 1 3/4 DD.


    Final movement

    Battlereport
    - fighter bombards 3/4 DD at Abilene 44111 (sorry, forgot to record its name). Misses.
    - DD attacks 3/5 sub U-Q1(?). DD 3/4.
    - DD attacks 3/4 DD at Abilene 44111. DD 3/4.

    Total: 1 bombardment, 2 attacks. Lego lost a Sub and a DD.


    ----------------------------

    This is it, so far. Not all the info I've just given you is released to GoW (especially not the precise troop count on our side, so I think it's obvious to ask from you not to share it with anyone Also, the battle report hasn't been released yet, but that will come in less than a day.

    Any questions: shoot!

    DeepO

  26. #266
    DeepO
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    DeepO,

    Thanks for keeping us in the loop We'll do our best to stay clear of Legoland wolf packs. Just give us a clear landing site and we'll do a hell of a lot of damage to their interior. We have 20 conqs on their way over with some artillary and inf support.

    --Togas

  27. #267
    DeepO
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    Togas, please find below the report we sent to GoW.

    DeepO

    -------------

    beginning of turn:


    Lego destroyed all of our escort ships in the N. As a result, we can't penetrate their blockade, making our original target (Sando) unreachable. We deducted that Sando 7 should be covered by a 4/5 BB.

    Lego exposed our spy, but we managed to plant another one.
    Legoland forces:

    - 2 settler
    - 14 worker (-3)
    - 3 horsemen (-1)
    - 12 Cavalry (-13)
    - 91 infantry (+2)
    - 62 artillery
    - 27 Tanks (+11)
    - 6 ironclad (-1 LiB)
    - 15 transport
    - 10 subs (-1 LiB)
    - 9 DD (-1 LiB, +3 B)
    - 9 BB
    - 1 carrier
    - 3 bomber (+1 B)

    Investigating Quanto

    Not shown in the pic is that there is also a cath, uni, factory, hospital, harbor.

    Further, I count a defense of:
    - 9 T
    - 1 reg T
    - 10 I
    - 10 art
    - 1 bomber.

    Investigating Abilene

    Not shown: Bank, Cath, uni, factory, hospital.
    72 spt

    defenders:
    - 10 I
    - 6 T
    - 1 reg T
    - 11 Art
    - 2 bombers
    - 5 Cav
    - 2 TR

    - Neither Quanto Mechanico, nor Abilene are possible to take with our marines.
    - We assume Forkmouth is similarly defended by 10 I, 10 T, 10 art.
    - we scouted, and spotted 22 I, 10 Art on Q12 (our preferred landing spot in case cities weren't possible)
    - This should leave enough units for Lego to do the exact same thing on GoW's side, making it impossible to attack a city.
    - Lego has pillaged a couple of forts it couldn't defend. They did the same thing inbetween Jackson and Dye fields.

    - We decided to land our land units on Abilene 78, on grass without a fortress. (8 further M were landed on Quanto 77 to allow room for chaining.
    - We keep a naval threat nearby, consisting of most of our M (the rest can be chained to the fleet if needed). This threatens a 3rd city, Tiperrary.


    End of movement pic

    Battle Report
    - DD attacks 3/5 BB Legopolis. DD sinks. BB 2/5.
    - DD attacks 4/5 DD At Abilene 4411 (forgot to note the name). Defensive bombardment misses. 2/4 DD.
    - DD attacks 2/4 DD Myrmidon. DD sinks, Myrmidon 2/4
    - 3/4 DD attacks 2/4 DD Myrmidon. DD 3/4.
    - 3/4 DD stumbles into (reg or 3/4?) sub at Abilene 47. DD 2/4.
    - 3/4 DD stumbles into sub at Abilene 411111111. DD destroyed.
    - 4/5 DD attacks sub at Abilene 411111111. DD 1/5.

    Total: 7 battles, 3 lost. We lost 3 DD, Lego lost 2 DD and 2 Subs.


    It is the best we can do for the moment: threaten 3 cities and 1 defensive position.
    We strongly suggest GoW tries to do the same, as otherwise there is no way we can attack next turn. From here, it looks like your land units would best be landed on the pillaged fortress in between Jackson and Dye Fields, which (together with a settler), threatens 2 cities. Your Marines can either be landed too, with chainers in range, or could be loaded to threaten Zargonia. If you position them right, they will fork on Zargonia and Dye fields.

    I'm not saying this is definately the best solution for you, but unless you threaten 3 cities (or more), neither of us will be able to do a lot of damage on Lego. Main reason why both our attack-a-city-with-marines plans failed was because Lego was able to reduce the threatened cities on our side from 5 to 2. We could have handled it if there were 2 more.

  28. #268
    DeepO
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    1270 AD report sent to Togas half an hour ago.

    DeepO

  29. #269
    DeepO
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    Togas,

    we've been thinking on the matter of your survival in case of war. If I were you, I would hurry with those settlers. In 10 turns time, you should be able to get some 5 settlers, relatively undetected by other teams. If you are going to relocate to Legoland, you will need them, in the mean time they ensure your survival (you could e.g. park one in the middle of our territory, we are working on getting some anti-settler-blitz defenses in place)

    I think if you ever can get a foothold on Legoland, you would be tremendously helped by a chain. Don't keep those empty transports at home, move them so that at least part of a chain is already in place. It will take some 7 turns to get this, by that time you could really use it if you're on Legoland. Otherwise, you won't need it, but it won't harm either. Transports have no other use, it's highly doubtfull you can use them for the (return) trip to Bob

    Send one transport over to Legoland with conqs, you never know. If one inf is left in the open, we could bomb it and make sure you get your kill. Legoland is not dead yet, they've got a fortress city left, which can do a lot of harm over a long period of time. Just move those defenders back please, an inf is not going to help you.

    If our fresh slaves survive (I doubt it, but you never know), we might help you in a couple of turns, by sending over some workers. These can replenish pop loss from settlers instantly, so nobody sees your settler builds. It's best to keep this a bit hidden.

    DeepO



    DeepO,

    All I can say is .... wow.

    We still have one issue that you might be able to advise us on ... our GA. We had hoped to use our ancient conquistadors to start a belated GA. Do you think there will be anything left in 4 turns for us to throw Conqs at and get our GA running?

    We will heed your advice and turn most of our transports back. Should we ultimately receive cities on Legoland, we will send over a few transports and settlers, but for now, we will continue to focus on building up our defenses at home. Although, given the numbers seen in the Legoland invasion, I doubt we could build enough defenses to really matter. If someone wanted to attack New Spain, they could easily crush us.

    --Togas



  30. #270
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    Togas,

    do you have the exact location of your transport the Nina? We might need to hunt that sub...

    Further a small update: Lego just lost its last city. We're still thinking on the rest.

    DeepO

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