Posts: 1,155
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Joined: Apr 2004
Turn 110 mostly played. I have NOT moved our 3 Holkan, but all other units have moved.
The axes are killed. Uhh, except for that NEW axe that sprung up over where I said we'd have a problem... I moved the chariot in that area over and used it's promotion. I hated to do it, but otherwise, we had only about 75% odds. We could have either healed or been able to attack w/o a river crossing, but not BOTH.
I have to say, our flood plain area sucks compared to other peoples =/
The barb warrior did NOT attack, which may be a good thing. I moved our warrior away, hoping the barb warrior will go towards the silver where we can have our 8xp Holk finish him off. I suggest we move Seuss onto the worker this turn, and he can then angle over to intercept the warrior.
It wouldn't hurt to double check everything.
I have requested 70g from Mali.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 5,333
Threads: 115
Joined: Nov 2007
Checked in-game and everything looks beautiful! (Except for that barb axe, obviously.) I'm inclined to leave Dr. Seuss in place to heal:
T110: Dr. Seuss is set to heal
Interturn: Barb moves to within 2 tiles of the silver (maybe)
T111: Seuss is healed, moves 1SE-1E to PR's hamlet
Interturn: Barb moves to within 1 tile of the silver (maybe)
T112: Seuss moves 2NE to Fierias
Interturn: Barb moves to silver (maybe)
T113: Seuss moves 1N-1NW to the silver, attacking Barb
Posts: 5,333
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Joined: Nov 2007
Either way, I'd like to suggest moving Little Cat A (a Holkan) 2SW to PR's hamlet. We could use more units in the W/SW theater, preferably fogbusting on a hill south of our agreed-with-Byz city spot. Note I haven't actually moved any units in-game.
I also renamed the Orange Dot sign to "Smithsonian Park" in reference to the National Zoological Park's Great Cats Exhibit - located on Lion/Tiger Hill. (A plains hill like ours, no doubt).
Posts: 1,155
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Joined: Apr 2004
Finished turn. Moved Holks as suggested.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 1,155
Threads: 11
Joined: Apr 2004
Happened to catch reggo in game, and got him to agree to a 10 turn non renewing NAP while we hammered out the details of a 10 turn auto-renewing one. He has aparently been away and claimed to be completely out of the loop on whats going on in this game. He didn't even realize we'd sent him a NAP request (nearly 2 weeks ago!). I said I'd resend it, which i did. I also mentioned the gold city to him. For reference, here is that email.
Quote:---------- Forwarded message ----------
From: Friendly Kittens <friendlykittens@gmail.com>
Date: Mon, May 3, 2010 at 10:19 PM
Subject: Napr and gold city stuff.
To: DJ Civilization <djcivilization@gmail.com>
Apparently, Darrell and RefSteel worked out the details of a NAP in the 3 hours while I was at work. EDIT: Or, not... I thought ref said they talked about it, but aparently the entire conversations was something like: So you want a 10 turn auto renewing NAP? Yeah. Sounds great.
I'm tired and was supposed to be in bed an hour ago, so here's the NAP Ref wrote up for Ruff. I'm not even going to take the time to edit it or read through it even. Just sub in your details for his as needed:
Duration: Indefinite until until superceded by mutual agreement or until 10 turns after either side initiates a cooldown/renegotiation period by e-mailing their intention to do so to the other, except as follows:
The "Don't Hurt My Friends" Clause: If you declare war on Mali or Babylon, we'll have the right to counter-strike in their defense. (If you want to trudge outdated-on-arrival units to the far side of the world to attack our other allies, I don't expect them to need any help from us.) If you want to list a couple of allies on whom we likewise can't declare war without possible reprisal from you, and from whom you don't expect attacks on us, that's fine too.
The "No Silly Shennanigans" Clause: In addition to just not attacking each other, both sides agree not to aid or support an attack on the other - for instance, no gifting units to another civ that's planning to attack the NAP partner, no providing right of passage to another civ's attacking stack, etc.
Let us know if this is ok.
***********************************************************************************************************************************************************************************************************************************
Since I won't be around much at all tomorrow, and probably not at all during your awake time on Wednesday, here's the update on the gold city. Two or three turns ago we moved the axe to unfog that area, and after getting a good look at the land, we really wanted to move the gold city 1E to get 6 FP instead of three. However, at the same time, we discovered that Ruff was really close to that area, and to the area where we planned to plant our next city. Ruff indicated that he had ceded the gold site to you but that both our next planned city and the gold city would have major overlap issues with his planned sites.
I suggested a compromise that would move the gold city back to it's original location, unfortunately hurting that city a good deal, and said we'd also move our other city 1NE, which was only a slightly weaker site. Ruff said that if we'd just move gold city, we could actually plant our preferred location for the other city and all would be good.
Now, to the biggest point. We would really like that spot. Even with the much weaker spot on the hill, it's still better than all but one of our other possible city sites (which doesn't say much about our other sites, does it?)
I'm working under the assumption that if we're going to settle there, you'll want us to do so asap so that we can trade the gold to you asap. As such, I'm willing to pledge that the next settler we make will head there, and that our first worker actions at that site would go towards hooking up the gold. Please let me know if this is acceptable to you.
~Maniac
**********************************************************************************************************************************************************************************************************************************
Updated information!
Thanks for the 10 turn NAP while we hammer out the details of what we hope will be a long lasting one. Some on our team were beginning to wonder if you were avoiding us! (I just figured you were busy, but you never know.)
Please let us know if the auto renewing NAP outlined above is ok.
Regarding the gold city, we plan to settle it on T120 and will immediately hook up the gold starting the turn the city is settled. We can, however, gift you the gold we already have as early as T114 if you need/request it.
~Maniac
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 1,155
Threads: 11
Joined: Apr 2004
We don't have the proposal from carthage yet, but I expect this is what it's going to look like when we get it.
That's not completely horrible I guess.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 1,155
Threads: 11
Joined: Apr 2004
Oh, and, I think we'll be moving Artemis right shortly. It appears DJ is about to plant a city near him. Probably next turn. He won't be needed to bust fog that direction anymore.
What a freaking awesome site that city is. Gems, Sugar, an all enveloping river, and flood plains. You know, I USED to think we had awesome lands, and they are pretty good, but now that I see the flood plain areas some of the other civs got, our lands aren't that awesome anymore.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 1,155
Threads: 11
Joined: Apr 2004
I'm really glad we got that NAP with India. I reviewed the micro plan and saw we're getting a grand total of 4 units during the next 12 turns, and only 1 settler. Yikes.
114 - Mace
119 - Crossbow
121 - Knight
122 - Mace
While giving that hill to the capital is the right thing to do because of the buro bonus, it really gutted Pride Rock, which makes a whole 12 hammers now, and thus can't build much of anything in the way of military anymore. I was excited that it'd be making close to 25hpt many turns back, but it never really did that. It got whipped down and never grew into that plains hill either. I really thought we'd have a lot more units from it by now.
I know units at this tech pace go obsolete fast, and cost us money, but I'm scared to death that we're going to look like a tasty snack to someone, because I expect our power/soldier rating to be abysmal by this point.
I dono what if anything we can do about it other than pray our NAP's hold up, especially with India. I'm not too worried about an Aztec invasion.
I hope we get at least 2 more settlers out between 122 and 130, and a lot more units. Infrastructure is going to have to wait at some point I'm afraid. We can't rely on cardboard cutouts forever. I dono, I probably just worry too much. =/
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 1,155
Threads: 11
Joined: Apr 2004
Well, the RNG finally bit us. We lost one of our sentry chariots, the one near PR, at 95.7% odds. (Those were the correct odds, I did cross the river first.) I guess I can't complain too much. We've probably won close to 19 battles at 19/20 to 24/25 kind of odds, so this was due to happen. It's incredibly unfortunate though, as that chariot was supposed to sentry the barbs out once it healed up. I finished it off with the axe that was in PR.
Another barb showed up at Kilrah. Thank god it's a warrior or we'd be screwed. The chariot over there is unavailable for several turns. I wanted to say this yesterday when our lack of units in the SW was brought up, but held off. I'll say it now. We have a worse lack of units at Kilrah. That area is never going to get filled in and will continue to spawn barbs. I intended the first mace to go there, now we're going to have to choose between there and PR which also desperately needs and axe killing unit now.
In the meantime, we need to recallthe chariot down by green. It's going to have to come back and kill barbs now. It doing anything else is a luxury we can no longer afford. Unfortunately, I'd already parked it on the hill first.
We're absolutely desperate for axe killing units now. I'm really tempted to ask you to change the micro plan and get anther chariot or 2 while we can =/
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 1,155
Threads: 11
Joined: Apr 2004
OK, I have to say it... I'm sorry, I know you worked hard on that micro plan, and I've been doing my best to convince myself we'd be ok with only one unit over the next 10 turns, but with that chariot loss, I'm no longer able to convince myself. I'm sorry, but we need that mace out of the capital. And not on Turn 120. We need it now, as in, finish it after the Monastery, but before the missionaries. The alternative is we need to make a chariot in PR over the next two turns, or, at worst, the 2 turns after this one, then finish the mace there, because we could always whip the mace to completion if needed. If we don't do this, we risk either getting pillaged, or losing a city. We can do it by making 12 hammers this turn, and 18 the next, then going back to the mace.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
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