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(May 23rd, 2013, 22:00)Ceiliazul Wrote: 1 chariot (at 5/2 xp, future sentry?)
Better make it a medic, we already have one sentry chariot incoming from the deep south.
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Why would we want to give the Germans a chance to double move us in three turns when the rules allow us to take the second half? That seems quite silly.
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(May 24th, 2013, 00:54)Gold Ergo Sum Wrote: Why would we want to give the Germans a chance to double move us in three turns when the rules allow us to take the second half? That seems quite silly.
I'm confused by this statement.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(May 24th, 2013, 01:29)Lewwyn Wrote: (May 24th, 2013, 00:54)Gold Ergo Sum Wrote: Why would we want to give the Germans a chance to double move us in three turns when the rules allow us to take the second half? That seems quite silly.
I'm confused by this statement.
If we want to switch from the first half of the turn to the second half of the turn mid-war that means giving the germans a double-move.
I have to run.
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(May 24th, 2013, 02:37)novice Wrote: (May 24th, 2013, 01:29)Lewwyn Wrote: (May 24th, 2013, 00:54)Gold Ergo Sum Wrote: Why would we want to give the Germans a chance to double move us in three turns when the rules allow us to take the second half? That seems quite silly.
I'm confused by this statement.
If we want to switch from the first half of the turn to the second half of the turn mid-war that means giving the germans a double-move.
Ah I see it was in response to kjn's post. Context is everything.
And yes. WTF? Why would we switch halves. Pick a half and be done with it. Both halves have advantages and disadvantages. Second half gives us a whipping advantage. First half gives us a promotions advantage.
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The Germans has no clue we are going for them.
Nice of them to build a city just where we want to plant a city later on, right?
Anyway, I pretty much agree with Lewwyn, and think we should avoid any unnecessary complications, especially if they fall outside of the pure gameplay. Having both us and WPC to end turn after the Germans on T149, and then wait them out and requesting pauses on T150 - yeah, we can do it, but it can just as easily destroy the surprise and piss off other teams.
We are also on the strategic offensive, so the whip advantage is hardly important.
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I don't see why it would piss off other teams. A double war dec is obviously something that was planned for in advance. To wait until late in the timer to play one turn hardly seems like an issue that would be complaint worthy. I think we overthink stuff way too often around here. If we prefer the second half of the timer, the rules allow us to take it, so we should. If we prefer the first half, we should do that. Any other concerns are too tertiary to even consider.
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Can someone double check that our diplo deal with the Germans is a NAP until t150? No additional cooldown or anything?
I have to run.
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From the diplo correspondence thread:
(November 2nd, 2012, 23:17)scooter Wrote: All German team correspondence prior to T60.
German Team Wrote:Hi RBs,
sorry for the delay.
We are located to the north of you. We would like to establish trading
routes between our countries. Do you already have a harbour city
ashore the eastern sea?
We also could use the river near our Quechua Hoffmann Helm.
In addition, we would be happy to sign a non-aggression treaty
effective until turn 150.
We could arrange our research such that both nation profit most from
the shadow bonus; Schattenforschungsbonus in german, how is it called
in the english community?
It's true, WPC is located to the east of us. And Apolyton came to our
country from the west.
greetings
civforum.de
RB Wrote:CivForum.de,
Thank you so much for writing back to us. I talked with my team, and we accept your offer of a NAP until T150. I don't see any reason why we need to fight each other, we should have peace . I also think getting trade routes through the river would be a great idea. Would you like to include a "no scouting" rule for open borders so that we get trade routes but avoid going in each other's land? We will be flexible with you and go with whatever you would like on that.
Thank you!
scooter - Team RB
It's pretty clear cut that our NAP ends on Turn 150; it was phrased as "until" each time it was brought up. We're good to go diplomatically.
That new German city will almost certainly be auto-razed for being size 1, which is a bit of a pain. I guess it won't be hard to take though, and better 100 production into a useless settler than 100 production into catapults.
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