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I just received this message from WK:
Quote:[COLOR="RoyalBlue"]Hi Thoth
I can understand your concern about hawks. How about we stick to a no-scouting agreement for open borders, and give your scout a one time exception to this rule? In exchange I'll also get a one time exception to the no-scouting rule, which I'll use when I send a unit to meet the Lanun. Would that be fine with you?
Regards,
WarriorKnight[/COLOR]
Arrrgghh. It's a very reasonable offer, except for the fact that I *don't* want him to have contact with Mardoc for as long as possible.
I'll need to come up with a way of saying "no thanks" that doesn't give away my reasons for declining.
grrrrr. How dare he be so reasonable?
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It's a shame a turn didn't pass in the meantime allowing you to disband the warrior!
That said - how long do you expect it to be before he sends a scout out the meet the Lanun? It is a shame we don't have any HN Giants around the place to perhaps, I don't know, accidentally stamp on his scout!
I don't know how you can refuse the offer without sounding over-paranoid or up-to-something. Maybe send him an email pretending to be drunk:
Thoth Wrote:Hey WK,
This is the cremetorium, you kill em, we grill em.... I mean... erm. ok - I'll respond when not so very very drunk...
Then play the next turn and delete the scout - then realise - ah - I didn't see you message. Mind you - what time is it where you are?
Orrrr.....
Just accept the offer. After all - they may not organise a dog-pile and if they do - we can dispatch agent elf to deal with WK. :neenernee
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Square Leg Wrote:It's a shame a turn didn't pass in the meantime allowing you to disband the warrior!
It's actually a mobility scout....
Quote:That said - how long do you expect it to be before he sends a scout out the meet the Lanun? It is a shame we don't have any HN Giants around the place to perhaps, I don't know, accidentally stamp on his scout!
No HN giants, but I do have some HN Gargoyles patrolling the desert for me.
(I deliberately moved my scout adjacent to the Guardians of Pristin Pass on his way across the desert. 3 st 8 Gargoyles in that area provides me with some extra security at no cost.)
In order to make contact with Mardoc he'll need to either send a workboat up the coast or pass through a very lethal stretch of desert and pass through my lands. Mardoc can make contact with WK via a WB or via Optics but that is a ways away yet.
Quote:I don't know how you can refuse the offer without sounding over-paranoid or up-to-something. Maybe send him an email pretending to be drunk:
Then play the next turn and delete the scout - then realise - ah - I didn't see you message. Mind you - what time is it where you are?
Orrrr.....
Just accept the offer. After all - they may not organise a dog-pile and if they do - we can dispatch agent elf to deal with WK. :neenernee
If you don't mind taking the blame, I may blame the paranoia of my dedlurker (aka the Malakim Bureau of Internal Security).
Something like:
Quote:I'd like to accept your offer, but the Malakim Bureau of Internal Security (aka Square Leg my dedlurker ) is pretty paranoid about having foreign hawks in our territory.
He feels it would be better to simply disband the scout and save on the maintenance costs.
You could send a workboat around the coast to make contact with Mardoc as my borders do not currently block the southern coastal route.
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Quote:After all - they may not organise a dog-pile and if they do - we can dispatch agent elf to deal with WK.
They might not organise a dogpile, but at this point I'd like as much time to build up as possible. With a land advantage, time is on my side.
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Square Leg Wrote:Blatant post-spam which this of course is not... :neenernee
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Sciz Wrote:
So petty.
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in Torrowassissname. Mr. Yellow should be able to produce a catapult by t106/107. Except that OO came in at the end of my turn and he won't be holding onto Golden Igloo (a much more civilized name IMO) long enough to finish the cat.
I deleted the scout out east to save on maintenance costs.
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I sent this off to WarriorKnight:
Quote:[COLOR="Yellow"]Hi WarriorKnight,
I think your proposal is reasonable, but the Malakim Bureau of Internal Security (MBIS) aka Square Leg (my ded lurker) is a lot more paranoid than I am and talked me into deleting the scout instead.
If you send a workboat Westwards along the southern shoreline you can make eventual contact with Mardoc, my cultural borders do not currently block the coastal route.
Regards,
Thoth[/COLOR]
It's all the fault of my paranoid ded lurker. Really.
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From Nyktorion:
Quote:[COLOR="SeaGreen"]Dear Thoth,
congratulations on the acquisition of Golden Cave! I'm sure there's already some celebrations going on in the Malakim lands (though those will be shadowed by the celebrations happening after a victory over Torrolerial ).
Thanks for the cultist warning; am I right in my estimate that my hawk will see the cultist in time to fly away?
However, I'm a bit surprised about your world spell; are you planning to use it in OO? I always thought that the Malakim world spell only considers cities of the selected (state) religion, and your OO cities are certainly few?
Mr. Yellow currently only has one warrior each in Vallus and Trinity, but of course, I expect resistance to go up by a bit more each by the time I arrive; I don't expect too much resistance against my current force, though
Concerning trade routes: well, then I'll expect that he will have bronze warriors, but seeing your plans and my own, I don't think that'll make a difference. Vallus is actually a landlocked city (that's the border city to Yonna), but Trinity is coastal, and therefore has a sea based connection to Torrolerial.
Together to victory! I'm looking forward to a glorious conclusion of the Bannor war, and further cooperation afterwards.
-- Nyktorion
[/COLOR]
Things are looking good on the Elfish borders.
My reply:
Quote:[COLOR="Yellow"]Hi Nyktorion,
The wine and oblivio will be flowing freely once Torrolerial has been liberated. (what a barbarous name. It will look much better once it gets renamed to Golden Igloo).
I'm going to hit my world spell when the save gets back to me (t103) so you won't see the first Cultist until t104 gets to you. The first Tsunami will be cast t104 so moving the Hawk elsewhere on either t103 or t104 will ensure it's safety.
The Malakim world spell creates a priest of the state religion in every city with 1xp for each city that has the state religion so I'll be getting 9 1xp Cultists next turn. Some of them will need to create temples to offset the happy hit I'm going to take when I swap into OO, but I'll have enough to redline every unit in Torrolerial on turn 105. It should also serve as a deterrent against Mardoc in case he decides to get aggressive once our current NAP expires. The last thing you want as a water based civ is an angry neighbour with Spiritual Cultists.
BTW: That is a very impressive powergraph spike you made last turn.
Will you be beginning your liberation of East Bannorland on t105? or does your NAP include t105? If I can liberate Golden Igloo on t105 and you aren't declaring until t106, I may seek peace with Mr. Yellow and see if I can extort his world map from him as part of the peace treaty. In that event I would be willing to give you screenshots of the new lands revealed with you once either you or I research Cartography.
Thoth.[/COLOR]
The comment about the power graph spike is in response to the 50k increase in his power rating since last turn. (his capital was whipped for 3 pop, which undoubtedly contributed)
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Post 400!
W00T!
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