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Banana: Diplomacy Thread #2

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  • Moderator fail:
    Originally posted by Sullla View Post
    Even if it duplicates PAL research, I'd say we need to go Printing Press -> Replaceable Parts -> Rifling as soon as possible. Remember, our core strategy at the moment is based on a huge army of drafted conscripts. The sooner we can turn them into rifles instead of oromos, the better.

    The one reason to grab Economics would be to get the Merchant there, so that we could save him for Sid's Sushi. T-Hawk's favorite corporation could be critical in the late game, especially if we decide to go for culture. If the Merchant is still there, it's definitely a possibility.

    We should try to do everything possible to get Banana to cut all trade with PAL. If Donovan trades any more techs with PAL, it speeds the runaway team further ahead, and seals the doom of us both. It's critical that we convey to Donovan the importance of avoiding all trades, even ones that are heavily in Banana's favor. Emphasize the fate of Rabbits: "You will be next!"
    I wanted to copy this over to the tech discussion thread, but I moved it instead

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    • What does the diplo corp think our chances of getting horses back from Banana might be? We can offer them sugar soon...

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      • It'd be tricky right now, seeing as we traded them for 10 turns just 6 turns ago
        Last edited by Swiss Pauli; July 2, 2009, 14:29. Reason: 6 not 5

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        • Originally posted by Swiss Pauli View Post
          It'd be tricky right now, seeing as we traded them for 10 turns just 6 turns ago
          Fair enough. In four more turns though it would be nice to have them back. We can produce lots of Oromos via the draft, and lots of cats since they're cheap. But our stacks are vulnerable unless we have strength-10 units to sit on top of them. If we talk to Banana soon we can make they wrap up their knight production soon so they can trade the resource back.

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          • It shouldn't be too much of a problem...we'll blame the RNG, and if he's not happy (seeing as we had Iron for ages), I'm sure we can still get a few Knights out in five turns or so before giving them back for another 10.

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            • Originally posted by Swiss Pauli View Post
              It shouldn't be too much of a problem...we'll blame the RNG, and if he's not happy (seeing as we had Iron for ages), I'm sure we can still get a few Knights out in five turns or so before giving them back for another 10.
              Right - as long as we coordinate we can get plenty of knights by using Cape Town and any available whips and chops. We just need to coordinate to ensure both Banana and RB gets their knights built ASAP when they have the resource.

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              • why can't we just dial up PAL and say that we had a bit of bad luck with the RNG and ask for a lend of his horses?
                Quote: "All Happiness is the release of internal pressure"
                Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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                • Alright, here's a draft.

                  Dear Donovan,

                  To update you in our war: We took Jerusalem this turn. We also just hooked up a spare rice - do you still need health resources? If you do, just request it. We may also have spare sugar in the future.

                  Not a lot more to update you except that we'll get paper at the end of this turn. We have a GS ready to lightbulb education, so we think we'll need to put 3 turns of research into the tech to finish it. That makes for an eta of T164. We will give you the tech as soon as we have it.

                  Looks like PAL grabbed steel with liberalism and their power has shot up. What are they researching now BTW? On the plus side the rabbits are holding out very well despite lacking longbows. Are you thinking of supplying feudalism to them?

                  Are you thinking about closing borders with PAL once your NAP runs out? It would deny them some trade routes that's for sure.

                  Cheers,

                  Realms Beyond
                  Last edited by sooooo; July 2, 2009, 17:04.

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                  • Sounds good, but should we offer him advice of our military planners if he wants it?

                    Something like:
                    "PS We have some players with a lot of MP experience, so if you want to know what kind of attack to expect from PAL, we can give you some tips, or even a full battle plan if that would be helpful."

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                    • Draft sounds good.

                      mh

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                      • I take it we'll send a follow up about Horses. If so, then the current draft looks fine to me.

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                        • Email sent with Zeviz's PS.

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                          • A reply from banana:

                            Realms Team,

                            Thanks for your update on the war, and congratulations on the capture of a Templar stronghold!. One look at Civstats told me something was up, and that's what I figured it would be. Anyway, here's the latest:

                            PAL research: PAL will have Economics in 3 turns, and also just researched Banking. With the recent acquisition of Liberalism, Chemistry and Steel (!), they seem set to run the table. We are obviously very concerned about this.

                            PAL/Rabbits: Rabbits have been faring well because PAL has spent the last 2 turns mowing down Eisenburg's walls with Cats. The city is at 0% defense now, so expect some fireworks next turn. I'd love nothing more than to provide Rabbits with Feudalism right now, but I have to wait until Turn 167. Possibly too little, too late. What ramifications do you see if we were to break part of our NAP agreement by providing Rabbits with Feudalism early? I would like to stay on the high road if possible.

                            Military Gameplan: Having only 7 turns to build up a defense against PAL, we have made some extreme changes to our civics. We now have Police State/Nationhood/Slavery along with retaining Organized Religion. This development gives us an emphasis on production, and will likely slow our research rate (we are currently at Astronomy in 6, but that will become longer once our GA ends next turn). We also whipped the Globe Theatre in Banapolis this turn, so that should get us at least 1 Musket per turn.

                            I am interested in any ideas you may have. I figure that Chichen Itza and Police State will help us even things out somewhat. I am also thinking of running the table on espionage points once Astro is discovered. Knowing the full details of each of their cities could come in handy, but I fear it would trigger PAL into an Espy war and give them extra points to burn. So I'm torn.

                            Rice: I already have Rice, but it is right on our border. It's nice to know you have it if needed.

                            There's more to talk about, but it's late! Let me know if you have any questions or input regarding these updates.

                            Respectfully,
                            Donovan

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                            • Good that he revolted to slavery and whipped the globe. Police state can't be better than representation though. Ah well.

                              Looks like PAL will snag the free GM from economics.

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                              • With banana having a GS, the only tech they can lightbulb is printing press. How about we suggest that we research chemistry and they go for printing press. We can get chemistry quicker than they do and I think it's important to get frigates going asap. That lets them use their GS for a tech and also we get to even the beakers out (since edu has higher beakers than astro).

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