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Diplomacy Master Thread- Helping Your Opponents Beat Themselves

I'm not quite as enthusiastic about this deal as some. Did anyone really think CFC will attack us in that timeframe anyway? I don't see it. It's still good to accept though, as long as we don't JUST say yes, and be sure to let them know about things we want too (like, no spying, and actually getting a resource or two from them at some point).
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In terms of the mutual peace stuff, I'm actually more concerned about us wanting peace before them than them accepting peace before us. It seems like their only objective in this game now is to completely eliminate the Germans and that is their sole focus, but I could see a situation where we want peace before that point.
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Let's be slightly more specific then.

NAP defined as:

Espionage cap at graph viability
No spying to map territory for third parties
No unit/resource/cash gifting to hostile third parties
No right of passage for hostile third parties

General team agreement: don't trade stone till we finish our wonder projects/surplus is connected.

Negotiation goals: Marble loan. Longer NAP (200 is nice and round)
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Heading out the door. I just got this question from Caledorn. If those who are better in the know could give some more precise numbers, that would be great:

Caledorn via chat Wrote:Caledorn: In regards to the second stone, you said estimately 10 turns. If we assist with our workers, how soon until the culture pops?
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(February 16th, 2013, 23:18)scooter Wrote: Ok, draft to WPC. Here's their original message for reference:

WPC Wrote:Hello scooter,

Sorry for the late reply. I was a little swamped with experiments at the university.

We are very pleased that you see our plan in a positive light.
Actually, I thought about the possible 3rd party involvement that might mess up our plans.
(and I realized that I should have written it in the initial proposal about 5 minutes after I had sent it.)

So, we understand that aspect very well.
How about we just add to the list that "If either of our teams get involved in conflict or have to deal with some 3rd party threat, the turn 150 plan can be put on hold or cancelled if necessary"?
Naturally we should consult each other if such event happens, and I believe that both of us would understand the changed circumstances.

So, with that kind of clause, can you "put your name" on the dotted line?
It would be a kind of pinky swear to walk the path to the turn 150 plan provided nothing happens that puts our nations at risk.

So, with that idea in the air... lets go on to your questions.

1)
Our clever builders with freakishly enlarged craniums have made some further calculations.
We think that we can provide at least 5 catapults at YOUR disposal at that point. This number may increase... perhaps.
More units could be provided steadily in the following turns.

2)
We have a complete knowledge of the terrain in their core, so planning for protected attack routes through i.e. hills will not be a problem. As for cities, they have one at the shore of the lake between our and German lands. Their capital is 6 tiles west from that. I think they have at least one city even west that you should see also. To the north they had 2 cities some turns ago, but I believe it will increase with at least one more before turn 150.

3) They have a single copper resource next to the city by the lake (NW tile from the city). That is actually quite vulnerable location and could be taken out quickly. They probably have a horse resource further in west that we were not able to locate.


Looking forward to your reply.
Again... Feel free to ask any questions.

Draft:

Draft to WPC Wrote:Tatu,

Our team is agreed on all points and ready to move forward with the plans. We have been hard at work trying to wrap up one of the two necessary NAP extensions that will allow us to be fully into this, and we're hopeful the other can be taken care of soon too. Also, thank you for your answers to all your questions! That was very helpful.

We've been talking about the catapult issue, and we wanted to suggest an idea. We were thinking it might be better if you keep your catapults, and we turn this into a true two-prong attack. We'll have Construction and catapults before T150 for our own personal protection anyways, so it won't be too much hassle to have our own. This will save you a lot of hassle in discreetly getting them to our land. If you think you can get together a credible force of your own, we can coordinate with you to make sure we both hit the German team at the same time. That should make it extremely hard for them to reinforce against either of our attacks. Do you think this is a realistic plan for you? We're very open to discussion on this of course!

Also, I have a suggestion to tighten our agreement. Can we mutually agree that any potential peace deal with the German team must include the approval of both your team and ours? If the German team wishes to negotiate, we would be agreeing that they must negotiate with both of us together as one entity. Ideally we would completely wipe them out and not have to worry about this of course. wink

Thanks!
scooter - Team RB

I'm a little tired and about to call it a night, so I expect there will be a couple errors in this draft, and I also am confident you guys will find them. wink

You say "thank you for your answers to all your questions" - they were our questions.

Not sure you need to say the underlined bit. Also it would be good to find out what size of army they'd like to field at that time - 10 cats? 20? 30? also how many other units? but this may not be the time for that.

Otherwise it's great!
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(February 17th, 2013, 17:12)scooter Wrote: Heading out the door. I just got this question from Caledorn. If those who are better in the know could give some more precise numbers, that would be great:

Caledorn via chat Wrote:Caledorn: In regards to the second stone, you said estimately 10 turns. If we assist with our workers, how soon until the culture pops?

Could they be racing us for something? popcorn
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lol. we're gonna look like idiots if the land the hanging gardens with the stone we provided them a turn before we finish.
Please don't go. The drones need you. They look up to you.
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We can certainly check their cities for aquaducts...
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Guys, we are getting hg before the borders pop...
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Scooter, go ahead and mention we might be able to get a missionary over there to help with the border pops. We'll do them a big favor we were already planning to do.
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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