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Grow, grow, grow.
Current Diplo Victory: 369/596
Dreylin 310
mh 72
Ruff 214 (227 needed to block, tight)
3 more pops for me next turn, and then 3 more pops after that.
mh
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Wow...I didn't see this coming. Last I looked you were in a life and death struggle with Dreylin, and now you are conspiring for a diplomatic victory. If you pull it off Ruff is going to be royally pissed  !
Darrell
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darrelljs Wrote:Wow...I didn't see this coming. Last I looked you were in a life and death struggle with Dreylin, and now you are conspiring for a diplomatic victory. If you pull it off Ruff is going to be royally pissed !
Darrell
That's the plan.
mh
Posts: 2,569
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Current Diplo Victory: 374/604
Dreylin 308 (-2 ????)
mh 75 (+3)
Ruff 221 (+7!!!)
2 more pops for me next turn, and then 6 more pops after that.
This is getting very tight. I probably got my numbers wrong, as it says Deylin lost 2 pop points since last turn.
mh
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Dreylin wanred me of 4 Ruff tanks approaching Vienna and a lot of Ruff bombers stationed around Vienna as well. Erm, 4 tanks I should be able to handle.
Meanwhile I git my 5th ot 6th Global Warming event. This time converting my capital's corn tile into desert! This sucks big time.
mh
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Further growth. To be fair towards myself, I am running reconnaissance missions with my fighters for the whole border, including coast line. I would have spotted Ruff's tanks in time and he would not have caught me with my guard down. It's an insult to Dreylin to show up with just 4 tanks and hope to capture Vienna.
I have finally peace with Dreylin and even some resource trades going on. My army is fully intact, I got Aryan "back", settled another tundra city to grab the deer and quickly recovering to my pre-war state.
Looking at the numbers I am confident that we can swing Dreylin's diplo victory in a few turns. But I am also preparing to continue the game and go ballistic. Piled up enough cash and have switched to 100% research on Fission. Done in 9 turns. Then Manhattan. Then the first nukes (whipped?, gold rushed?, chopped?) and then lets see whether I can glass the odd Ruff city. Of course, the moment Manhattan is built, Ruff can produce ICBMs on his own. And he has the tech for SDI already, iirc. But he wants to win this game and every nuke he produces is less hammers spent on a SS part and every hit I land is less production and commerce towards his goal. Let's see.
mh
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Ruff has withdrawn his troops from my borders. Judging by his drop in power, he probably just disbanded them. Interesting news, is that Ruff finished Fission this turn. Let's see whether he goes for the Manhattan project or not.
We currently have a comfortable 18 vote lead at the diplo front.
Dreylin is spreading Buddhism, adding to my shrine income.
Fission due in 7 turns.
mh
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Quick turn around now. The diplo vote came in. Voted for Dreylin.
mh
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At my ending of turn 208, Dreylin has won a diplo victory. Congratulations.
So, Ruff should be more careful with his eMail next time.
I am happy to continue playing to have those two fight it out. But the treaties they have in place, were always going to make the endgame awkward.
Lets see whether I can at least launch one nuke.
mh
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Ruff 1:
Quote:However, I reject outright that this is speeding his victory. I have what I believe to be a pretty solid method of stopping any cultural victory that he might try to achieve ... you being alive or dead will have no impact on the method that I am planning to apply.
So - the upshot ... I get $ to help me win, Dreylin gets some tanks but I don't view this as helping him win. Does it mean more pain for you ... yes (sorry), but it also means more death and destruction opportunities too.
Ruff 2:
Quote:I don't think I have a snowflakes chance in hell of stopping a cultural victory from what I have seen.
So, since he has a NAP with Dreylin, those nukes he is taalking about would rain on me. What is it with the two superpowers in this game???
mh
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