January 23rd, 2010, 22:28
Posts: 7,548
Threads: 63
Joined: Dec 2005
Email from sunrise floating what we might take as a peace proposal from Exploit
Quote:here's what i think we could offer exploit:
In the west, Defiance, Puddle Jumper, and Border Town to regoarrarr
Imho's Revenge, Iron Fish, and Western Nexus to DSP
In the east, Maccu Piccu, Coal Shack, Poin Defense, Wild Wonders, and
Shepherds' Pie to regoarrarr
Demon Dirt, Evil Eye, and Killing Knife to Lin
Pirates Pad and Lin Lost to Sunrise
We talked a bit about the ways that this coudl fail (like if Dreylin is secretly planning on double crossing us, which we hoped not but sunrise said would pretty much kill him)
Bit of a chat after that
Quote:(10:27:04 PM) me: don't know if i need another 8 cities
(10:27:10 PM) me: won't i become the next exploit?
(10:27:24 PM) sunrise089: yeah, but can he get a 8-way alliance against you?
(10:27:45 PM) me: given the latest shenanigans out of him, i don't think he has a whole lot of diplomatic capital to spned
(10:27:52 PM) sunrise089: you can get 8 cities, and then GIFT like 5 cities in the south to broker and shady
(10:28:06 PM) me: like some of my current cities?
(10:28:09 PM) sunrise089: i'd be willing to gifty shady my sotehrn city if i get 2 northner ones
(10:28:10 PM) sunrise089: yeah
(10:28:21 PM) me: yeah that's something to think about i guess
(10:28:27 PM) sunrise089: like newtown
(10:28:30 PM) me: right
(10:28:39 PM) sunrise089: things well positioned for someone else's empite, to make things fiar
(10:28:55 PM) me: right
(10:29:06 PM) sunrise089: like basically say "i will gift 1 city for every 2 i get even though you didnt send troops, in order to show i'm not like exploit"
January 24th, 2010, 04:50
Posts: 13,563
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Joined: Oct 2009
Thanks for keeping up the reporting, Rego. Exploit sure is getting annoying. Surely one of your established cities in the south should count for three cities in the north. (At least a negotiation starting point).
Good luck with the invasion! It will be interesting to see if Exploit's somewhat erratic behaviour carries over to his tactical skills.
January 24th, 2010, 11:26
Posts: 7,548
Threads: 63
Joined: Dec 2005
Some email replies
shady
Quote:I lost my spy this turn.
Given that those cities are so underdefended, I'm actually in a position to attack Puddle Jumper with minimal forces next turn. I have a Cavalry by land and 2 Rifles + 1 Cannon by boat that could hit/occupy the city next turn. I have another boat with Rifle+Cannon+Maching Gun and a stack of 4 Rifles over land that are further turn away.
If/when Puddle Jumper and Defiance are captured/razed, I reckon we should press on to at least distract some of Exploit's forces away from Daniel's main stack. What do you think? I could head for Border Town and I think he has a former Zulu city that I can't see north-north-west of that?
And in other forces, I still have 3 Rifles, 2 Cannon and 2 Cavalry back on the mainland and another Machine Gun due next turn. (Still working with only 2 Galleons)
Great Engineer < Great Artist.
dsp
Quote:I've got 3 Rifles in Utumno. Should I send one of them to attack force for Puddle Jumper?
and
Quote:I went ahead and sent one Rifle towards Puddle Jumper. It is defended by a single Musket, so unless it gets reinforcements it should be easy to take next turn.
My thoughts
Quote:I wouldn't worry about sending anything to PJ - shady and I have more than enough to take those 2 citeis - I would concentrate on loading up a force to withstand any counters from the east, and to press on if possible
January 24th, 2010, 14:43
Posts: 7,548
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Joined: Dec 2005
novice Wrote:Thanks for keeping up the reporting, Rego. Exploit sure is getting annoying. Surely one of your established cities in the south should count for three cities in the north. (At least a negotiation starting point).
Good luck with the invasion! It will be interesting to see if Exploit's somewhat erratic behaviour carries over to his tactical skills.
Does that mean that I have lurkers on my side this game!?!?! After everyone was rooting against me in PB2, it would be nice to have the moral support!
It will be interesting to see how Exploit's shenanigans will affect him as he plays in PB3, with a somewhat clean slate. I definitely think that I got a bit of a bad rap earlier in this game, and I think that did affect things in PB2.
I was going to give some examples but they might be spoilery to others who are still alive in PB2 so I won't.
January 24th, 2010, 15:07
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regoarrarr Wrote:Does that mean that I have lurkers on my side this game!?!?! After everyone was rooting against me in PB2, it would be nice to have the moral support!
Yes. Any potential sympathy for exploit was shot down long ago. Kick his ass
January 24th, 2010, 20:42
Posts: 7,548
Threads: 63
Joined: Dec 2005
Looks like DLer missed this past turn.
Does anybody know why, even though my Great Spy supposedly has 2 movement points, he can only move 10 (instead of 20) tiles on a railroad?
January 24th, 2010, 21:13
Posts: 7,548
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Joined: Dec 2005
Email to sunrise with a few thoughts
Quote:Few thoughts as I was logged in at the beginning of T190.
For some reason my GSpy although listed as having 2 movement points cna only move 10 tiles on a railroad. Hmm seems like all units can only move 10 tiles which kind of makes sense because it's not like a mounted unit can move faster than a rifleman on a railroad
If the tile 1NW of King City can get railroaded I can bring 2 more rifles. I could do that with a pair of my workers.
Speaking of my workers do you want them to do anything but move to the staging tile with the rest of my army towards the end of the turn.
Exploit clearly has infiltrated our IM conversations :-), as he has moved his siege and war elephants out of Lin Lost to the tile 2W1N. He has 1 cannon that I can see.
Swapped to Rep and SP, saving 87 gold and gaining 25 hammers and 4 food (not sure about the food - should be higher) for a loss of 40 beakers.
January 24th, 2010, 22:26
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In Final Frontier, the RR equivalent is 8 movements per turn, regardless of the base speed of the unit. So even a unit with 4 movement only moves 8 RR squares, and a 1-movement unit also moves 8 RR squares. I haven't done enough Railroad warfare or movement to check that for the regular game.
January 25th, 2010, 01:25
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Joined: Mar 2004
It's true for the regular game too, all units move 10 tiles on a railroad regardless of base speed. So a railroad actually costs 0.1 movement point for a 1-move unit, but 0.2 movement points for a 2-move unit.
January 25th, 2010, 08:28
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Joined: Dec 2005
T-hawk Wrote:It's true for the regular game too, all units move 10 tiles on a railroad regardless of base speed. So a railroad actually costs 0.1 movement point for a 1-move unit, but 0.2 movement points for a 2-move unit.
Thanks Cyneheard and T-hawk for the updates. The civilopedia is worded.... poorly.
Kind of a bummer for my fast workers, who can move 9 tiles on roads but only 10 on a railroad - not much of a benefit!
/misses the Civ 3 days when you had unlimited movement on railroads
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