email from banana on Mon, Apr 20, 2009 at 8:16 AM
I sent them the following quick response ...
Team Realms Beyond,
How are things holding up on the war front, friends? And how soon before Imperio engages? I see that your Open Borders agreement has "expired," so it looks like to me like something will go down soon.
I haven't heard from your team in awhile, and have determined that it is either because (a) you are understandably preoccupied or (b) you are understandably displeased about our recent resource trades with Imperio. So let me explain our intentions, and how they relate to matters on both of our continents.
1. I have mentioned earlier how our resource trades with Imperio have been necessary for us to foster growth. I'll explain more about that shortly. In the meantime, it's important to note that both trades have been happiness for health trades. Part of my thinking was that if these deals were ever cancelled, it would be more crippling to Imperio to lose 4 happiness per city than for us to lose a mere 4 food per turn once our cities maxed out. (I can deal with a bit of unsightly smog --- after all, we are China!)
2. Our team has 34 turns left in a 60-turn NAP with PAL. This is important to note because it has allowed us to run with a pretty small military, which is the primary reason why we haven't already plegded more assistance to you in your time of need. More importantly from a long-term perspective, it has allowed PAL to do the same thing and they are sending their economy through the roof by building nothing but Cottages throughout their grassy landscape.
3. Which leads me to my next point: PAL discovers Education next turn. They were just at 6 turns, so they must have lightbulbed it. This means they are a shoe-in for Liberalism and the free tech that comes with it (they would then be able to implement Free Speech to enhance their quickly emerging Towns). It also means that they can discover most techs of that level in 6-7 turns, giving them an insurmountable tech lead. I'll keep you posted on the details here, but know that this is the reason why we are placing such a premium on domestic matters and growth at the moment --- with your continent about to be engaged in war, we are possibly the only team that can even keep (fading) stride with their progress.
4. I don't know what is going on with PAL's war with the Rabbits, but the Rabbits have built 2 new cities recently. I have been meaning to contact PAL about this but have not gotten the chance yet. It seems *strange* to me.
5. Regarding our progress, we will discover Guilds in 10 turns. However, we have a Great Someone due in 3 turns, and our percentages are 52 Engineer / 41 Scientist / 7 Prophet. With only one turn invested in Guilds, I may be willing to lightbulb it in lieu of what I had planned for it (I have been agonizing over its use for over a week now!). If I do that, I'd like to go for Paper in the meantime so we could trade maps.. Our course, we would have to regain your trust for you to consider that. And of course, you would get Guilds immediately --- we can work out the details at that time. There is also a risk that we'd get a Scientist instead, so take that into consideration as well. Please let me know before the end of this turn if possible.
6. We have a Galley that is beginning to unveil the western coastline of your enemies, and I know the locations of one city for each. The Templar holy city of Acre is currently sitting undefended and reachable in one turn by Galley for us from our newest city. However, our city is not yet connected to the mainland by road. Plus, our Galley is already on the move, though I am considering doubling it back for a little surprise on Acre.
That's all I can think of for now, but I am sure there is more to discuss. In the meantime, I am starting to think that my short-term role here is to play neutral while slowly gaining information that we both can use. This means I will likely accept the Drama trade with Templars if they are still willing to offer it. There is also another opportunity soon for us to trade Gems to Imperio for another food resource (that I wouldn't max my cities with), which would lure them in and could be more devastating to them if broken. Or the 3 resources they would get from us could keep them from declaring on us when we try to break the alliance by going after the Templars. Of course this is all speculative, and the payoff (aka our engagement) would probably not happen for 15-20 turns.
For now, please do your best to withstand the coming assault from your two neighbors. I will do my best to help in any way I can, and apologize if any recent actions of our team have made you think otherwise. With that said, I would like to formalize an extension of our current NAP agreement to cover the entire duration of your war with Imperio/Templars. I look forward to your thoughts as to where we progress from there.
Respectfully,
Donovan Zoi
Team Banana
How are things holding up on the war front, friends? And how soon before Imperio engages? I see that your Open Borders agreement has "expired," so it looks like to me like something will go down soon.
I haven't heard from your team in awhile, and have determined that it is either because (a) you are understandably preoccupied or (b) you are understandably displeased about our recent resource trades with Imperio. So let me explain our intentions, and how they relate to matters on both of our continents.
1. I have mentioned earlier how our resource trades with Imperio have been necessary for us to foster growth. I'll explain more about that shortly. In the meantime, it's important to note that both trades have been happiness for health trades. Part of my thinking was that if these deals were ever cancelled, it would be more crippling to Imperio to lose 4 happiness per city than for us to lose a mere 4 food per turn once our cities maxed out. (I can deal with a bit of unsightly smog --- after all, we are China!)
2. Our team has 34 turns left in a 60-turn NAP with PAL. This is important to note because it has allowed us to run with a pretty small military, which is the primary reason why we haven't already plegded more assistance to you in your time of need. More importantly from a long-term perspective, it has allowed PAL to do the same thing and they are sending their economy through the roof by building nothing but Cottages throughout their grassy landscape.
3. Which leads me to my next point: PAL discovers Education next turn. They were just at 6 turns, so they must have lightbulbed it. This means they are a shoe-in for Liberalism and the free tech that comes with it (they would then be able to implement Free Speech to enhance their quickly emerging Towns). It also means that they can discover most techs of that level in 6-7 turns, giving them an insurmountable tech lead. I'll keep you posted on the details here, but know that this is the reason why we are placing such a premium on domestic matters and growth at the moment --- with your continent about to be engaged in war, we are possibly the only team that can even keep (fading) stride with their progress.
4. I don't know what is going on with PAL's war with the Rabbits, but the Rabbits have built 2 new cities recently. I have been meaning to contact PAL about this but have not gotten the chance yet. It seems *strange* to me.
5. Regarding our progress, we will discover Guilds in 10 turns. However, we have a Great Someone due in 3 turns, and our percentages are 52 Engineer / 41 Scientist / 7 Prophet. With only one turn invested in Guilds, I may be willing to lightbulb it in lieu of what I had planned for it (I have been agonizing over its use for over a week now!). If I do that, I'd like to go for Paper in the meantime so we could trade maps.. Our course, we would have to regain your trust for you to consider that. And of course, you would get Guilds immediately --- we can work out the details at that time. There is also a risk that we'd get a Scientist instead, so take that into consideration as well. Please let me know before the end of this turn if possible.
6. We have a Galley that is beginning to unveil the western coastline of your enemies, and I know the locations of one city for each. The Templar holy city of Acre is currently sitting undefended and reachable in one turn by Galley for us from our newest city. However, our city is not yet connected to the mainland by road. Plus, our Galley is already on the move, though I am considering doubling it back for a little surprise on Acre.
That's all I can think of for now, but I am sure there is more to discuss. In the meantime, I am starting to think that my short-term role here is to play neutral while slowly gaining information that we both can use. This means I will likely accept the Drama trade with Templars if they are still willing to offer it. There is also another opportunity soon for us to trade Gems to Imperio for another food resource (that I wouldn't max my cities with), which would lure them in and could be more devastating to them if broken. Or the 3 resources they would get from us could keep them from declaring on us when we try to break the alliance by going after the Templars. Of course this is all speculative, and the payoff (aka our engagement) would probably not happen for 15-20 turns.
For now, please do your best to withstand the coming assault from your two neighbors. I will do my best to help in any way I can, and apologize if any recent actions of our team have made you think otherwise. With that said, I would like to formalize an extension of our current NAP agreement to cover the entire duration of your war with Imperio/Templars. I look forward to your thoughts as to where we progress from there.
Respectfully,
Donovan Zoi
Team Banana
Team Banana,
Our 'Banana' thread is currently discussing an email to you so your email was particularly well timed. I hope to be able to send you something shortly.
Team RB
Our 'Banana' thread is currently discussing an email to you so your email was particularly well timed. I hope to be able to send you something shortly.
Team RB
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