PEACE!

According to civstats I took a whole 14 minutes to decide whether to accept this. On the one hand I get ...
– 3 cities with no fighting, no lost units, and buildings intact
– 10 turns without WW (which was becoming a noticeable problem)
– time to buildup without worrying about tactical movements
– the possibility that he'll press Bigger more in the peace window
Against these are ...
– No shot at capturing BJ with knights from the tundra. But as already mentioned, Krill can get 4 units inside even if the city was empty with 1-turn of notice. I'd lose at least 4 of my elite knights. I'll wait and probably snap it up after bashing our stacks together on the main continent.
– If krill resettles a city near my borders during the peace he'll instantly regain access to any tiles within it's sphere of influence. He can build culture to expand to the BFC in 2 turns. If he replanted a city 3 tiles from MASH he's have 1-move ability with his MegaStack, while I'd now have culture to slog through again. The loss of culture from AT's capital was as big a benefit to the war effort as killing the production of the capital itself.
The last point was what really worried me. If AT settles close then my stack is teleported away while we're at peace. As long as we're at war he wouldn't be able to get a city close enough to regain 1st ring control over MASH. Ultimately I decided to take the city since the benefits far outweigh the costs otherwise.
Spoiler has pictures of the cities from the peace deal

Even though the peace deal transferred O.C to me, the units that were around O.C last turn were still teleported out with the peace deal. I find this rather odd, but it doesn't have much effect really.

A city built on that GREEN box eliminates Krill's ability to settle within 3 tiles of that location. GREEN box is also outside NCIS's 4th ring, so if the borders were to pop in the next turn or two I'd still be able to settle the site. Once NCIS gets to 4th ring I'll obviously lose control over the 1st ring tiles, but I'd be ok if Krill attacks my stack on a hill with full fortify bonus.
Maybe this is unneccesary paranoia, but this really did play a large part in me ultimately accepting the peace deal. I knew that I'd have enough overflow in Blimp to complete a settler in 1-turn. I can get halfway to the city site in one turn, and there with just enough movement left to settle on the following turn. This turn is the only turn that Krill could beat me to that hill since he moves after me and I doubt he has a settler handy. Just to be completely safe I'm going to move 2 workers to that hill tile next turn and pillage the road. My workers will be able to repair the road again before the settler settles. Actually, now that I think about it I can do this with just one worker. Move the worker there > pillage road > road with worker (1/2). Then the following turn that one worker will be sufficient to finish the road.

Further west ... Bigger better watch out. His stack has been sitting in the same position for a while. I'm hoping that he is waiting for a stack of cannon/cats to arrive, and I'm really hoping that those cannon arrive this turn! If those units stay in place they'll be dead dead dead. Bigger may also have made peace with Krill though.

According to civstats I took a whole 14 minutes to decide whether to accept this. On the one hand I get ...
– 3 cities with no fighting, no lost units, and buildings intact
– 10 turns without WW (which was becoming a noticeable problem)
– time to buildup without worrying about tactical movements
– the possibility that he'll press Bigger more in the peace window
Against these are ...
– No shot at capturing BJ with knights from the tundra. But as already mentioned, Krill can get 4 units inside even if the city was empty with 1-turn of notice. I'd lose at least 4 of my elite knights. I'll wait and probably snap it up after bashing our stacks together on the main continent.
– If krill resettles a city near my borders during the peace he'll instantly regain access to any tiles within it's sphere of influence. He can build culture to expand to the BFC in 2 turns. If he replanted a city 3 tiles from MASH he's have 1-move ability with his MegaStack, while I'd now have culture to slog through again. The loss of culture from AT's capital was as big a benefit to the war effort as killing the production of the capital itself.
The last point was what really worried me. If AT settles close then my stack is teleported away while we're at peace. As long as we're at war he wouldn't be able to get a city close enough to regain 1st ring control over MASH. Ultimately I decided to take the city since the benefits far outweigh the costs otherwise.
Spoiler has pictures of the cities from the peace deal

Even though the peace deal transferred O.C to me, the units that were around O.C last turn were still teleported out with the peace deal. I find this rather odd, but it doesn't have much effect really.

A city built on that GREEN box eliminates Krill's ability to settle within 3 tiles of that location. GREEN box is also outside NCIS's 4th ring, so if the borders were to pop in the next turn or two I'd still be able to settle the site. Once NCIS gets to 4th ring I'll obviously lose control over the 1st ring tiles, but I'd be ok if Krill attacks my stack on a hill with full fortify bonus.
Maybe this is unneccesary paranoia, but this really did play a large part in me ultimately accepting the peace deal. I knew that I'd have enough overflow in Blimp to complete a settler in 1-turn. I can get halfway to the city site in one turn, and there with just enough movement left to settle on the following turn. This turn is the only turn that Krill could beat me to that hill since he moves after me and I doubt he has a settler handy. Just to be completely safe I'm going to move 2 workers to that hill tile next turn and pillage the road. My workers will be able to repair the road again before the settler settles. Actually, now that I think about it I can do this with just one worker. Move the worker there > pillage road > road with worker (1/2). Then the following turn that one worker will be sufficient to finish the road.

Further west ... Bigger better watch out. His stack has been sitting in the same position for a while. I'm hoping that he is waiting for a stack of cannon/cats to arrive, and I'm really hoping that those cannon arrive this turn! If those units stay in place they'll be dead dead dead. Bigger may also have made peace with Krill though.

![[Image: T204%20OC.jpg]](https://dl.dropboxusercontent.com/u/32496263/RB%20Screenshots/PB9/T204%20OC.jpg)
![[Image: T204%20FBI.jpg]](https://dl.dropboxusercontent.com/u/32496263/RB%20Screenshots/PB9/T204%20FBI.jpg)
![[Image: T204%20CSI.jpg]](https://dl.dropboxusercontent.com/u/32496263/RB%20Screenshots/PB9/T204%20CSI.jpg)
Triple draft at CSI plus quadruple whip. The top whips/drafts wear off in the next 3 turns. It's almost 10 turns since we declared war. We're not in slavery so the whip counter carryover isn't toooo crippling.
I'm going to focus on Cannon and knight production.



This means that we can continue building knights in our production centers. [...]
I checked the trade screens and I actually have 1 more city then Bigger now! ... Although his (my) Azzaland cities are more productive than AT's newly captured cities. Walleye alone (formerly MASH) is a powerhouse, hitting 87gpt on this it's first turn out of resistance.

). Commodore is probably planning to strike Postos ruin me once again, but I'll be optimistic. I'll also discreetly increase the garrison over the next few turns just to be safe. Nothing to alarm him about invasion (especially since I'm not planning one) but enough that he'll have to bring in siege and give me some time.