Thanks for taking the time to read the previous posts. I know there's a lot; I tend to ramble a bit, but I'll try to cut it down so I'm not at Lord Parkin or Sullla's level. 
-Dick76 didn't comment on the naming scheme, so I guess it's okay.
-I'm cool with naming workers after A, B, C, with my only concern being that other teams might be able to tell how many workers we have. It's definitely something really small, of course, since they'd have to scout the entire empire in order to figure out how many workers we have, so I wouldn't worry too much about it.
-Team EggHeads is fine, I actually like it.
I confirmed the definition by looking here. I'm a native English speaker (and live in the United States) and even I wasn't sure what "EggHead" meant.
-I wouldn't break a NAP, and I would try to guard workers on the border. I hope I don't have to run into the situation where I have to break a NAP to stop a runaway, which gives me all the more motivation to keep the NAPs brief.
-I'm fine with handling a lot of the diplomacy. My schedule as a college student is fairly flexible.
I agree that whipping can be extremely useful, but it also looks like we don't have easily farmable land until Civil Service, and I figure we would want to cottage a lot of the grasslands, which necessitates having the population to work them.
If we do settle in place, I imagine we'll make this city a hybrid, with Moai Statues for production (a possible naval center?) and cottages on the grassland for research. With a food surplus of +2 from the center, +8 from the fish (w/lighthouse) and pigs, and +2 from the deer, we can easily run 6 scientists once we have the population. We would probably move the capital inland.
Thanks for continuing to participate in this thread.

(August 16th, 2013, 20:22)TeddyKGB Wrote: Sorry I've missed your Naming Scheme post. I was lurking globally here before asking permission to be your DL, so I've read most of the posts diagonally.
And right after I decide to be your DL and noone say NO yet, i reread your topic diagonally again till starting position posted.
I'm totally ok with your naming scheme,Quote:since I'm a (used-to-be, long time ago) computer scientist/mathematicianstudent myself.
We need a team name still. Something relaxing maybe, that says we pick Byz/Sury to build Lib/Colleseum/Hippodrome in every city, to educate and entertain every last citizen of our puny peacefull empire. Not because we plan to conquest the world with Cataphracts, of course.
I was thinking 'EggHeads', kinda in sync with math scheme, but english isn't my 1st language so maybe I understand meaning of 'EggHeads' wrong.
For workers I suggest we use A, B, C ... scheme. Like Archimedes, ..., Euclid, Fibonacci, etc. So it will be easier to post here: T66 - A chop, E move9 & 1tRoad, F move7 & cottage, or something like that.
It's up to Dick76 to confirm he is ok with math scheme and propose our team name (hope I really didn't missed his post about naming scheme too).
As for NAPs and diplomacy in general, its up to you completely. Dick76 posted here he skilled in WAR much more than in the diplomacy, though WAR is a part of diplomacy. Or another way around. Maybe both.
For me, as I lurked this forum for some time and never played MP myself, NAPs more of a guidelines not rules.
Should we break a NAP to steal (or delete) Worker on T100? NO (98%).
Should we break a NAP to avoid someone (like LP in PB4) cruising to easy win? YES (146%).
Will our opponent respect a NAP if he gets opportunity to steal (or delete) our Worker on T100? I'd say NO, protect our Worker.
Its just my opinion and I'm glad you are strong pro NAP and value it. I'll try to convince you break a NAP if I would think it'll worth. Your reputation in the community will stay clean, cause it would be my stupid arguments that convince you to trust me.
-Dick76 didn't comment on the naming scheme, so I guess it's okay.
-I'm cool with naming workers after A, B, C, with my only concern being that other teams might be able to tell how many workers we have. It's definitely something really small, of course, since they'd have to scout the entire empire in order to figure out how many workers we have, so I wouldn't worry too much about it.
-Team EggHeads is fine, I actually like it.

-I wouldn't break a NAP, and I would try to guard workers on the border. I hope I don't have to run into the situation where I have to break a NAP to stop a runaway, which gives me all the more motivation to keep the NAPs brief.
-I'm fine with handling a lot of the diplomacy. My schedule as a college student is fairly flexible.
(August 16th, 2013, 20:33)TeddyKGB Wrote: Quick comment, still reading your post.
Quote:A quick comment: one possible argument against settling on the plains hill is that we may end up with only 2 hills in the capital that we can put mines in, both of which are grassland! So that's a bit low on production.
Production not a problem when u got slavery. Set it to max overflow while put food/hammers in Worker/Settler, slave 2-3 pop, take 30+ hammers overflow, grow till happy cap or beyond, repeat.
I'll keep reading your post now.
Edit: and its not like we can't move capital later, as you said here.
I agree that whipping can be extremely useful, but it also looks like we don't have easily farmable land until Civil Service, and I figure we would want to cottage a lot of the grasslands, which necessitates having the population to work them.
If we do settle in place, I imagine we'll make this city a hybrid, with Moai Statues for production (a possible naval center?) and cottages on the grassland for research. With a food surplus of +2 from the center, +8 from the fish (w/lighthouse) and pigs, and +2 from the deer, we can easily run 6 scientists once we have the population. We would probably move the capital inland.
Thanks for continuing to participate in this thread.
