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  • Attention!

    Attention all Legolanders! Please attend our chatroom as soon as you read this! We have important things that must be discussed!
    Last edited by Sharpe; June 10, 2003, 00:17.
    I make movies. Come check 'em out.

  • #2
    Neu Demogyptica has a scout ("Arne") NE-NE-E of Karina. This means they have at least one galley. More importantly, it means we have a problem on our hands.

    Was ND warned not to land on Legos? If not, we have a sticky diplomacy situation... but I find it hard to believe we never told them to stay off.

    Some possible scenarios:
    1) ND just wants to map our continent (bad enough, but best case)
    2) ND plans to attack (unlikely; they can't have the galley force to do it)
    3) ND and/or other teams (RPers?) plans to attack and/or hire GoW to attack - quite possible, especially with this "3 turns" talk overheard from GoW
    4) The paranoid-delusional scenario: The whole world is against us!

    I'd say 1) and 3) are the most likely. If it's 3, we'll need to change queues and switch the slider to mostly tax. (I'm beginning to realize how much the war must have messed up GS.)

    Should we kill the scout? I'd say yes. Show ND what it costs to intrude. (Alexander is on station and can do it this turn.) But let's chat with them first about it... we don't want war if it can be stopped. (I mean war in the intent sense; we could still kill the scout and then sign peace with ND.)

    Recommended switches if it seems we are going to be attacked: Jackson to Merc (then walls)
    Legopolis to Barracks
    Red Bricks to Med. Inf, half-rushing with a merc
    Dye Fields to walls, maybe half-rushing with a worker?
    Forkmouth: half-Rush barracks with Merc.
    Slider to 100% tax

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    • #3


      The jerk scout.
      Last edited by ZargonX; June 10, 2003, 00:46.
      I make movies. Come check 'em out.

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      • #4
        370 BC save uploaded here.

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        • #5
          bump. Because this is important.
          I make movies. Come check 'em out.

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          • #6
            What has been discussed so far:
            1. We MUST talk with ND
            2. Make it clear that we won't tolerate any landings on Legos
            3. Unless they promise to retreat east next turn and then back to their galley, kill the scout

            What has been done so far:
            1. message sent to Darekill, asking for urgent talks

            What do we have to discuss next:
            1. What to do if they retreat
            2. What to do if they don't retreat (after killing the scout)
            3. What troop movement do we need
            "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
            --George Bernard Shaw
            A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
            --Woody Allen

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            • #7
              Hmmm interesting. I thought we would have had a lot longer before someone came to bother us.

              I think a priority at the minute is finding out if we are dealing with one scout or if there are more hiding in the hills. We should offer to escort their 'lost' unit back to a pickup point as the lands are full of barbians and our lines of communication are bad. We wouldn't want to mistake them for barbarian raiders

              At the end of the day, our long isolation is over. We are now in reach of our percieved enemies and although they can't launch a full scale invasion there is nothing to stop them settling our lands. In the interests of homeland security we should ramp up military production and try and get the spaces filled (which we are doing anyway).

              So the fun begins
              Si tacuisses, philosophus mansisses

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