We need to get on M3 immediately about extending the NAP. Like, last week. It would not surprise me if they were planning to declare on US soon. Our power graph isn't the most intimidating at present. We have an extra 10-turns of peace on the east front, so in the mean time let's move everything from San Juan over to Havana. I noticed that we lost cultural control over the tile 2SW of Havana. Fortunately Christianity landed in Havana so that should reclaim the tile soon since we're only down 48/51% ... but until then we're vulnerable to 2-movers, and M3 also has vision on Havana and can see that the garrison is only three QUECHUA
Let's move all our Catapults and pikes over there and anything else we can muster. We have Stone too, so walls/Castle are cheap. If we don't hear from M3 confirming NAP by T168 we need to put at least a turn into walls for emergency insurance (I think they'll only take 2 turns production total).
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And now back to Q.
The best way to win is to attack when and where we are least expected ... or attack while all of his units are busy with Trolls, but but we still have 15 turns before NAP expires so I doubt that'll happen. I also don't think that 15-20 turns is enough time for us to prepare. We won't even get Military Science until about that time. I think it might be best to make it sound like we're declaring T180, and then wait until T200. The more he puts into unit production the less he focuses on Economy, and conversely we are allowed to focus more on the economy for another 20 turns (and in NTT the economy rules the day).
Our small cottage-spam nation has the advantage of low-costs and high commerce. We are just setting up to fly through the tech tree. Don't get me wrong, I'm as warsome a guy as you'll come across (you've seen my "evil plans" cropping up throughout PB9) but I do not war simply for the sake of war. I don't think our production capabilities can match TEAM in a slog, and after looking over the map I don't think we're capable of pulling a 10-turn assassination and takeover. I fear that we're trying to strengthen our weakness (land area) at the very time we should be focusing on our strength (economy). With all our towns the the civics will be really profitable, and with SPI we can swap in easy and pop out for something else if the need arises.
Nationalism first and we can draft muskets for defense (make NAP's worthwhile for our neighbors), then Democracy > Liberalism (or vice versa) and we can fill out all the cottage-spam civics.
There's also that continent-sized island waiting to be settled via Astronomy without slogging through TEAM defenders. But then again, if Q has taken over TEAM from this point forward then the pickings might not be to difficult after all. So now I'm talking myself full circle back into your plan
I just don't like the look of that map for war prospects, and once we make a game-long enemy it's not easy to shake it off (speaking from personal experience in PB9).
Let's move all our Catapults and pikes over there and anything else we can muster. We have Stone too, so walls/Castle are cheap. If we don't hear from M3 confirming NAP by T168 we need to put at least a turn into walls for emergency insurance (I think they'll only take 2 turns production total)....
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And now back to Q.
Quote:Seems pretty obvious we'll declare the minute the NAP expires.
The best way to win is to attack when and where we are least expected ... or attack while all of his units are busy with Trolls, but but we still have 15 turns before NAP expires so I doubt that'll happen. I also don't think that 15-20 turns is enough time for us to prepare. We won't even get Military Science until about that time. I think it might be best to make it sound like we're declaring T180, and then wait until T200. The more he puts into unit production the less he focuses on Economy, and conversely we are allowed to focus more on the economy for another 20 turns (and in NTT the economy rules the day).
Our small cottage-spam nation has the advantage of low-costs and high commerce. We are just setting up to fly through the tech tree. Don't get me wrong, I'm as warsome a guy as you'll come across (you've seen my "evil plans" cropping up throughout PB9) but I do not war simply for the sake of war. I don't think our production capabilities can match TEAM in a slog, and after looking over the map I don't think we're capable of pulling a 10-turn assassination and takeover. I fear that we're trying to strengthen our weakness (land area) at the very time we should be focusing on our strength (economy). With all our towns the the civics will be really profitable, and with SPI we can swap in easy and pop out for something else if the need arises.
Nationalism first and we can draft muskets for defense (make NAP's worthwhile for our neighbors), then Democracy > Liberalism (or vice versa) and we can fill out all the cottage-spam civics.
There's also that continent-sized island waiting to be settled via Astronomy without slogging through TEAM defenders. But then again, if Q has taken over TEAM from this point forward then the pickings might not be to difficult after all. So now I'm talking myself full circle back into your plan
I just don't like the look of that map for war prospects, and once we make a game-long enemy it's not easy to shake it off (speaking from personal experience in PB9).


a stowaway! I wonder how many others are creeping silently around our deserted ship?