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RBP3 [SPOILERS] - Zara of the Ottomans

Well scratch all that stuff I last said:

Quote:Hi All,

Athlete and I hammered out a peace deal. It doesn't include any of you so you still have options on that front. Here are the terms ...

1) Inca pays Aztecs 30g as soon as either team gets currency
2) All units return to Inca land by quickest route
3) NAP thru to T100
4) Inca claim stone location between Inca and Aztec land

1) is payback for the pillaging they did - probably massively undervalued (oh well).
2) is to stop them walking on India or Ottoman.

The stone site is flat and can be attacked diagonally by 2 movers without having to cross a river. I don't see that city surviving very long in the next war.

Ruff

Just to us:

Quote:Guys,

I haven't met Portugal yet and I would like to hold onto your chariot B so that I can run him over and met them - is that ok?

Re the returning Inca units - you might be in a position to pick them off if you wanted to - I would feed you unit locations and maps if you wanted them.

Ruff

So Ruff and Inca have peace. That's mostly good since we can have our chariots returned to us and Ruff can start growing again. We'll have to figure out our own peace deal now with Inca. I'm not sure what they'll do but I think we can probably work something out (Ruff sending us info to pick the units off could probably persuade them otherwise).

I've sent this to Ruff:

Quote:Hi Ruff

Nice work on acquiring peace. Now we need to negotiate peace with them. If they don't want peace with us we'll accept your offer of chasing them down which will probably convince them otherwise.

We need to discuss within our team about your offer re:Sancha so we'll get back to you on that.

Enough Talking!
WarriorKnight of A4

And Inca:

Quote:Hi JANK

Congrats on securing peace with Ruff. I wasn't sure that if you would be able to get it. I guess that just leaves just the 2 of us at war.

We don't really have much interest in continuing a war with your team, and your team would probably like to get out of war mode, so we would be happy to accept a basic peace deal along with a NAP until T95 with you.

What do you guys think?

Enough Talking!
WarriorKnight of A4

We don't really have any need for reparations since all we really did was kill 1 axe. The threat of us killing of the rest of their units could make them have peace otherwise. NAP would help keep us secure until post-HG.

BTW, new turn is up, but I'm not playing yet since we don't have a 4th city name. No way I'm letting an 'Istanbul' into our empire for even a turn.
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Peace deal seems okay 95 or 100 doesn't matter to much,

Cimmeria is the new city name
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ad hoc Wrote:Peace deal seems okay 95 or 100 doesn't matter to much,

Well...

Quote:Hi Ottomans,

We accept your peace deal but would like to have an NAP untill t100 if you can agree to that.
Thanks for the congratulations, by the way!

Nakor for JANK

I guess that's fine with us either way. We've accept peace with them and agreed to the T100 NAP.
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Lots of things happened on T64:

Score graph shows that we all just got a huge jump. Wonder why that is. smile

Valeria moved SW/SW. Probably 2W while still in Dantski's territory is best.

Cimmeria is settled. My only concern is that there is a bear next to our worker. I'm 99% sure that he has to get kicked out but it would suck if we did lose it.

We have 36/24 in food/prod worthy of 2nd for food and 1st in prod. 1st in food is 45 though yikes.

We have contact with England who are located S of Zingara. No message received yet but I might work on one.

Re workers, why is A roading then quarrying when it could quarry then road so we get the improved tile 2 turns earlier? Haven't moved him yet for that reason.

Haven't ended turn yet since I haven't selected a build for Cimmeria yet (a granary?) nor moved worker A (I've commented above).
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Peace, Sweet. jive and we secure a long term NAP. Sweet. jive HG here we come smile

Question, how are we getting our chariots back? Is Ruff sending them to our territory straight away of is he keeping them for a bit? I've no real problems either way but would be nice to know when we can expect them back. Also what about the compensation Ruff mentioned earlier? I was thinking we might prefer the temporary loan of an 8xp unit to a missionary, as Ruff is CHA 8xp should unlock the HE for him, but not for us so he won't be gifting us a HE enabling unit (which I understand is against the rules), but we should be able to find a barb or two to kill to get us to the HE. Thoughts?

Edit: Just saw he's keeping Belit to go meet Portugal for a bit. Is he not worried about enemies from the North?
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Quote:Re workers, why is A roading then quarrying when it could quarry then road so we get the improved tile 2 turns earlier? Haven't moved him yet for that reason.

Haven't ended turn yet since I haven't selected a build for Cimmeria yet (a granary?) nor moved worker A (I've commented above).

Getting a settler out of Zingara for the HG requires us to work a lot of food, the stone tile actually won't be worker until both the road and quarry are complete, as we can't grow to size four quickly enough to whip a settler if we work the stone. It works either way but thought that if for some reason we need to move the worker off the stone (barbs?), a road would let us get back and continue improving the tile sooner.

Cimmeria I assumed would start on a granary, but since it doesn't factor into HG I haven't looked into many options there. It can whip the granary at size 2 before the HG completes I think.
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Ruff wants to keep one chariot for a while which is okay but i'd like the other one back to do some scouting i think

the HE move is quite sneaky but perfectly legal as far as i can see, just depends really how long ruff will take to get an 8xp unit, perhaps a missionary soon as possible would still be better
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Sockboy Wrote:Question, how are we getting our chariots back? Is Ruff sending them to our territory straight away of is he keeping them for a bit? I've no real problems either way but would be nice to know when we can expect them back. Also what about the compensation Ruff mentioned earlier? I was thinking we might prefer the temporary loan of an 8xp unit to a missionary, as Ruff is CHA 8xp should unlock the HE for him, but not for us so he won't be gifting us a HE enabling unit (which I understand is against the rules), but we should be able to find a barb or two to kill to get us to the HE. Thoughts?

Edit: Just saw he's keeping Belit to go meet Portugal for a bit. Is he not worried about enemies from the North?

Well, your idea about HE is interesting but...

Quote:Poll 30: Gifting Units -
*No gifting on HE-level units until the receiving civ has their own HE-level unit or has built the HE

Given that it will rise to 10exp when we get it back I'm going to have to say no.

It's probably best to just give Belit back ASAP. Given the amount of land to our W I think we can easily get Belit to 10xp (provided we don't get unlucky)

If you look at the cartel map, there is a giant desert region to Ruff's N. It seems they are some distance away so there is probably nothing to worry about there.

Sockboy Wrote:Getting a settler out of Zingara for the HG requires us to work a lot of food, the stone tile actually won't be worker until both the road and quarry are complete, as we can't grow to size four quickly enough to whip a settler if we work the stone. It works either way but thought that if for some reason we need to move the worker off the stone (barbs?), a road would let us get back and continue improving the tile sooner.

Cimmeria I assumed would start on a granary, but since it doesn't factor into HG I haven't looked into many options there. It can whip the granary at size 2 before the HG completes I think.

OK, sounds good.
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Quote:Poll 30: Gifting Units -
*No restrictions
*No gifting on HE-level units until the receiving civ has their own HE-level unit or has built the HE

We probably don't really want to get into rule-lawyering, but this is my reading of the rule.

If Ruff gets to 8xp himself then he has met the first clause which is having his own HE-level unit (It's an 'or' statement not an 'and'). Thus he is able to gift/receive HE-level units. For us an 8xp unit is not a HE-level unit so we are able to receive 8xp unit without violating the rule. Once we have a unit at 10xp we are able to gift the unit to any civ which has enabled the HE (Return it to Ruff in this case).

Admittedly this is a grey area since the intent is of the rule is to prevent teams sharing a HE-level unit to get to the HE, although since we'd be required to get at least some of the xp on the unit I don't really see an issue with this. Any non-CHA civ could easily gift teams units with 9xp without any restrictions (cavalry unit with barracks + stable + vassalage + Theocracy = 9xp!) which is similar to what I'm proposing (probably easiest for spiritual civs since they can change civics without anarchy).

Edit: Sorry missed this.
Quote:It will rise to 10exp when we get it back
Is this true? If so it renders the above argument null and void lol
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Sockboy Wrote:Is this true? If so it renders the above argument null and void lol

Yep, now read the entirety of my posts before responding. :neenernee
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