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How about the Mediterranean Alliance as a name for your threesome, as you're the only (remaining) mediterranean civs in this game. I think that's also a Star Trek reference even though that's not really my thing. I guess Star Wars would have been preferrable to Whosit and you.
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novice Wrote:How about the Mediterranean Alliance as a name for your threesome, as you're the only (remaining) mediterranean civs in this game.
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HRE to CoW:
Quote:Dear Friends and Allies,
We signed an NAP with India untill turn 105.
As you all have said, declining that offer might have given our plan away.
Now we need to think about how to proceed with our declaration at turn 105.
We'll discuss with Dantski what's in his best interest concerning the war. giving troops to him or just jump in at t105 with an army and speed up the war.
Kind regards,
Nakor of HRE
Rome to CoW:
Quote:Dear Friends and Allies,
That was probably the best move on Holy Rome's part. We should probably start discussing when we each estimate being ready with our attacks, preferably using the Turn number that you will actually be ready to attack, not just move out.
I have made peace with Korea, so the bulk of my forces will be available for combat. My calculations show that I should have four Galleys ready in time to hit Fredericksburg on Turn 112. While I could move out earlier with a smaller force, I do not think that would be wise, as I have mentioned before. Better to hit hard once than softly a couple of times.
So I am confirmed at Turn 112.
We should avoid declarations until a turn on which at least two members of the Coalition can jointly declare. A snowball effect should not hurt our efforts, so long as those who commit first are careful to preserve their units. If dantski and Jowy are the first to attack, for example, it may be best if they focus on pillaging until reinforcements come, unless they see a good opening.
One of my scouts is travelling through Indian territory this turn. Their northernmost city, near Greece, has a couple of Axemen, a Spearman, and a couple of Chariots to defend it. Sullla/Speaker will certainly have balanced defenders in each city, so keep that in mind.
To victory,
Whosit, Galactic Emperor
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novice Wrote:How about the Mediterranean Alliance as a name for your threesome, as you're the only (remaining) mediterranean civs in this game. I think that's also a Star Trek reference even though that's not really my thing. I guess Star Wars would have been preferrable to Whosit and you.
I like this suggestion thank you novice! I'll put it forward but with one slight change. The Mediterranean Trio has a nicer ring to it.
January 10th, 2010, 17:06
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How long is your NAP with India? Are you planning to wage a a war by proxy (Jowy) or directly (declare war on India)?
Mwin
January 10th, 2010, 21:08
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MWIN Wrote:How long is your NAP with India? Are you planning to wage a a war by proxy (Jowy) or directly (declare war on India)?
Our NAP is until T100 and we would declare war on India ourselves. As part of the CoW (after all we started the whole thing  ), it would be unbecoming to not declare and participate directly. All members of the CoW will declare, although it may be at different times for tactical reasons.
We will gift some of the troops to Jowy and keep some to ourselves. We want visibility to be able to discuss tactical issues with Jowy. However, we will need very close coordination given that we only have mounted troops. Depending on how the war is going we plan to send at least a second wave. There's nothing like helping an ally in a war for building a strong alliance
Kalin
January 11th, 2010, 00:13
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Kalin,
Owen should road the copper next. The 3 turns it takes (1 to move, 2 road) the borders of Yavin IV will pop so he can mine it right away. RA-7 should road the rice after completion and can help mine right away as well. That way the copper is linked up in 5 turns from now (T93 I think). I put Kashyyyk on another galley right now but you can switch to a HA if want. It's also working the farm to grow in 1 rather than the grasshill/mine though again you can switch if you want. Switching to grasshill/mine would get a galley (or HA) in 5 so we could immediately start an axe for the barb city if we go that route. That actually sounds better to me. Also I think a 2nd galley out of Kashyyyk is better than an HA right now. Growing a turn early isn't a big deal for Kashyyyk right now. Also R2-D2 is needing a task at Coruscant this turn. I vote for mining the grasshill and afterwards cottaging the other riverside tile though let me know what you think. I also left Ellorrs yet to move this turn as you've been handling the scouting over there recently.
Athlete
January 11th, 2010, 06:44
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Kalin,
I think I also didn't move Wicket (worker by Istanbul). My preference is to road 1W of Istanbul which will help Hobbie speed along. He can than chop 1SW of there into the granary, perhaps timing with math. Thoughts?
Athlete
January 11th, 2010, 15:15
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athlete4life10 Wrote:Owen should road the copper next. The 3 turns it takes (1 to move, 2 road) the borders of Yavin IV will pop so he can mine it right away. RA-7 should road the rice after completion and can help mine right away as well. That way the copper is linked up in 5 turns from now (T93 I think). I put Kashyyyk on another galley right now but you can switch to a HA if want. It's also working the farm to grow in 1 rather than the grasshill/mine though again you can switch if you want. Switching to grasshill/mine would get a galley (or HA) in 5 so we could immediately start an axe for the barb city if we go that route. That actually sounds better to me. Also I think a 2nd galley out of Kashyyyk is better than an HA right now. Growing a turn early isn't a big deal for Kashyyyk right now. Also R2-D2 is needing a task at Coruscant this turn. I vote for mining the grasshill and afterwards cottaging the other riverside tile though let me know what you think. I also left Ellorrs yet to move this turn as you've been handling the scouting over there recently.
I think roading the copper is fine, although it's not a huge priority. Can the rice be improved faster? I am not 100% sure of the plan, but it sounds reasonable, given we want an axe for the barb city.
Hobbie should be used to look for that warrior to get 10/10XP or should go to the barb city.
Kas growing sounds like a good idea. Should we build stables there? Just a thought. Why do you think a second galley is better?
I think I would like Coruscant to work cottages from now on. As such mining the grass hill may not be the best. I am thinking that we should grow Cor to happy cap working the foods, the furs, and cottages. It should have very good food surplus so it can build workers/settlers.
I don't have a specific plan for Ellors at the moment. I would move him to maximize exploration... May send him into Greece for a bit, then back into India using roads/forests. I'd like to know where India's copper is, but we should not look too much like we are scouting them.
Wicket should build that road 1W of Istanbul if it helps speed up the troops. Note however that I would very much like Hobbie to get the 3rd promo.
Kalin
EDIT: Hmm, how did I get that heart in there?
January 11th, 2010, 17:56
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K,
So we've gotten some of the micro stuff agreed upon. Our first galley is out and headed for the E-W circumnavigation. That should be due in about 6 turns or so (T95 roughly) but the full bonus will rely on the workboat coming out of Coruscant which should be able to complete on T100 or so. We decided on a chariot next out of Kashyyyk that can hopefully rush over to Greece in time for CoW.
I'm pretty behind on some diplo communications from the weekend so I'll try and get that up to date now.
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