Announcement

Collapse
No announcement yet.

Turn 183: 690 AD

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    - that was what was 'agreed' in the previous chat. I think we should try to get them to affirm that, for starters.

    Comment


    • #32
      right.

      maybe we could just talk again after we reach our respective research goals.

      i don't know, its going to be impossible to coordinate these 3 teams, especially when they often seem to be pulling in different directions.

      Comment


      • #33
        sleepy, don't go too far with the tech discussion. We don't know about marines yet... we might have another goal first. I've been thinking of going for radio early (after RP), so that we can work on our defenses first, and attack later. We can probably push that into our queue without anyone noticing, as they all will lack at least 2 prereq techs...

        I wouldn't give up the 2 ToE techs either, not for free. We're putting a lot of effort in them, and that counts as well... so not for free!

        Further thoughts: I would give the 'elec once their side of the contract is fulfilled' deal, that is one extra tech just for them to keep their promise. That has to be enough payment for ToE.

        And, mention to them, that without coal, we are not certain of ToE as Lego can technically beat us (for certain if GoW helps them), and we're almost certain we'll miss Hoover to them.

        Last thing: please emphasize that if GoW trades Med to Lego too early on, we're screwed as well. We're not going to trade anything to them anymore until they are invaded, so we would appreciate it if they do the same.

        Oh, and as smalltalk: ask them if they have any more lux deals coming up... we can always use another lux

        DeepO

        Comment


        • #34
          It's going to be extremely hard to coordinate them, indeed.

          BTW, is anyone our active ambassador to ND? I'll start sending messages with the saves when needed, but we should try to get those deals worked out as well... the more we get for our techs, the better.

          DeepO

          Comment


          • #35
            Originally posted by asleepathewheel
            mercenaries eh?

            GS: Steam/Electricity/Sci Method/Atom Theory/Electronics/Rep Parts/radio/motorized transportation
            GoW: Medicine/Industrialization/Corporation/Refining/Combustion/mass production/amphib warfare
            ND: Nationalism/Steel/Espionage??/cash to us/flight

            If GAUL is not dead, something along these lines might be a plan. If the beaker output of GoW vs ND mean't that ND had better research, then it might change things. Maybe casually ask MZ whether GoW are #3 or #4 in Literacy on the F11. GoW have just built / about to finish their FP which will help their science. If ND are building squillions of settlers and workers their science might be low.

            Comment


            • #36
              Originally posted by DeepO
              It's going to be extremely hard to coordinate them, indeed.

              BTW, is anyone our active ambassador to ND? I'll start sending messages with the saves when needed, but we should try to get those deals worked out as well... the more we get for our techs, the better.

              DeepO
              Vulture was, but then he had his laptop stolen . I'm not sure how he's fixed for availability atm.

              Comment


              • #37
                Originally posted by DeepO
                sleepy, don't go too far with the tech discussion. We don't know about marines yet... we might have another goal first. I've been thinking of going for radio early (after RP), so that we can work on our defenses first, and attack later. We can probably push that into our queue without anyone noticing, as they all will lack at least 2 prereq techs...

                I wouldn't give up the 2 ToE techs either, not for free. We're putting a lot of effort in them, and that counts as well... so not for free!

                Further thoughts: I would give the 'elec once their side of the contract is fulfilled' deal, that is one extra tech just for them to keep their promise. That has to be enough payment for ToE.


                DeepO
                I like the idea of early Radio as well.

                Ideally, we should get their co-operation on us nabbing ToE for Lego-denial reasons alone. GoW can't beat Lego to Sci Meth, only GS can. We can credit them some points on a deal somewhere for it, without paying very expensive tech.

                Another thought. We will actually get to see the Coal before anyone else. That will be either a bitter or sweet moment - either way we can play a few tense chords on the public forum.

                Comment


                • #38
                  I was going to say we do not want ot get commited too far into the future with techs. We want some flexibility.

                  Comment


                  • #39
                    flexibilty, yes, a concern.


                    in other news, vox has again contacted us about democracy. I turned them down, but threw out that we would be able to trade them ToG or Magnetism (not sure which ) in a turn or two, but expected they already had those lined up. hehe

                    Comment


                    • #40
                      Let's see if they come bouncing back asking for Magnetism for Demo. That'll save Uncle Lego 4 turns.

                      Comment


                      • #41
                        hmm, i didn't mean it that way. I would tell them that i didn't mean that, in that case

                        Comment


                        • #42
                          Re: Turn 183: 690 AD

                          I think I pissed vox off with that message. Usually rhoth responds immediately with at least a thank you note. this time-nadda. And they sent the save right after receiving my message. I guess they thought they were pulling a fast one on us. Try again voxies.

                          Comment


                          • #43
                            I may not have the whole picture here, but it seems to me if Vox was trying to shill for Lego, they should respond positively.

                            I mean if it were me, I would keep up the nice-nice. Maybe they are just trying to get something out of Demo. If so we can afford to be concilitory. Not give them anything for it yet, but keep the line open.

                            Comment


                            • #44
                              Re: Turn 183: 690 AD

                              Some thoughts to add to DeepO's comments:

                              1. We only have 22 Workers, and are 3 turns away from Steam Power. We could use about double that number. I suggest the following cities build Workers this turn: Blizzard, Whirlwind, Sufa. Bolderburg could also go this route, at a modest loss of Shields. Getting our rail network faster up is better than being efficient right now.

                              2. Sandstorm can easily be a 2-turn Worker-pump without Railroads (as DeepO already mentioned). I suggest we implement this immediately.

                              3. Cyclone can become a 1-turn Worker-pump with a bit of Railroad attention, by using all the Bonus Food sources down there. Specifically, it would use tiles 2, 3, 4, 7, 21. Since we're already low on Workers, I suggest this be our top priority for Railroads.

                              4. If Cyclone uses all the Bonus Food, Typhoon will not have enough. Therefore I suggest we switch the Library build to a Harbor.

                              5. Dissidentville should stop working a Coast and a mine Grassland, and work a Mountains and irrigated Grassland instead. This gives 2 more Corruption-free Shields without Food loss. It's not necessary to give Dissidentville the Iron from Monsoon, in this case (the extra Shield is lost to Corruption).

                              6. Santa Ana and Inchoff should both switch a Laborer from a Mountains to a Coast, in order to grow next turn.

                              7. Whirlwind should switch the Laborer working the Coast at 1 to the Coast at 4 or 7. This frees up a Coast for Olibanum Gale to use instead of a Sea, and so on cascading all the way down to Typhoon (super micro!).

                              8. RP could use an extra couple of cities up there. They're not building a city on the Cattle (the northernmost tile on our continent) because it's a good tile, but they would benefit far more from exploiting more Coast. They could also put a city 63 of Monterrey.

                              9. We could probably cut down on our military upkeep costs (109gpt!). Knights or Cavalry will not be that useful once we get Railroads everywhere; it's not like we're going to get attacked with Marines before we have Tanks, and even then we should be able to handle it with Infantry and Artillery. I know it's tough to disband a Knight, but do we really plan to attack anyone?

                              10. Whirlwind should probably build an Aqueduct before a Marketplace.

                              11. Flight will be very important to us.

                              12. You guys have done a fantastic job with our economy!


                              Dominae
                              And her eyes have all the seeming of a demon's that is dreaming...

                              Comment


                              • #45
                                Then lets all hope we have coal. 109 maint, ouch. More with additional workers, so it would be good to offset it with less troops.

                                It also lets us look weaker in the F3 screen, so GoW and them will be pleased.

                                Comment

                                Working...
                                X