February 17th, 2010, 08:41
Posts: 8,244
Threads: 30
Joined: Jun 2004
Not really. If you follow the discussion of Sulla and Dantski they simple agree to NAP to 130. Whosit made the offer for 20 turns but as India never really responded to this you can't say they dictated this date. Would be different if India hat offered peace and NAP for 30 turns and the CoW had declined that then yes it would look extremly suspicious.
February 17th, 2010, 12:29
Posts: 971
Threads: 18
Joined: Apr 2004
Funny how Sullla is partially missing completely how big Slaze empire is right now, with a huge potentiel IF no one (Rome/Otto) attacks him soon.
True that the changing of rulers is a big minus, but if ever Sullla manages to have a updated map, he would be in for a big surprise
February 17th, 2010, 12:54
Posts: 2,788
Threads: 10
Joined: Oct 2009
From a metagame perspective though, Sulla is right. It is unfortunate that the Inca haven't had a consistent player, as the power balance would be quite different.
February 17th, 2010, 13:21
Posts: 254
Threads: 2
Joined: Oct 2009
A combined Otto/Rome sandwich from right on the borders could be quite ugly for them though?
February 18th, 2010, 02:42
Posts: 8,244
Threads: 30
Joined: Jun 2004
BobRoberts Wrote:A combined Otto/Rome sandwich from right on the borders could be quite ugly for them though?
Yes it could be but rome has currently severe economical problems and Ottomans have to support Jowy so I doubt that there will be an attack on Incas in the near future.
Lateron they might gain some support from India (which are close to their east) that is if slaze stays as player and starts to do diplo.
February 18th, 2010, 08:30
Posts: 4,443
Threads: 45
Joined: Nov 2009
Rowain Wrote:Not really. If you follow the discussion of Sulla and Dantski they simple agree to NAP to 130. Whosit made the offer for 20 turns but as India never really responded to this you can't say they dictated this date. Would be different if India hat offered peace and NAP for 30 turns and the CoW had declined that then yes it would look extremly suspicious.
The last all-in. You know, how waves came by twos because all the NAPs were staggered?
February 20th, 2010, 00:49
Posts: 4,443
Threads: 45
Joined: Nov 2009
Does Jowy use the charts?
Quote:Chopped a forest for a riverside cottage. Looks like I'm going to get it btw. More GG's will help alot if India attacks and it drags out. Though wouldn't have minded the money from someone else completing it first. I'm financially in a bad position as my troops match India 1:1 now, but I don't have their economy to support them. Anyway it's better to stay alive with sloppy economy than die with a good one.
Maybe match the army he can see outside of Thebes.
February 20th, 2010, 01:13
Posts: 5,640
Threads: 30
Joined: Apr 2009
The 8 praets will put him awfully close to India's power, though. That's 56k right there. Basically, he's trading spots with Whosit.
February 20th, 2010, 14:04
Posts: 7,902
Threads: 13
Joined: Aug 2006
Looks like plako may win the race for the Great Lighthouse!
athlete4life10 Wrote:Well here it is. My plan for:
[SIZE="5"]The Great Lighthouse[/SIZE]
There are 6 forests that are going to be chopped so for now I'm just going to say Forest 1, 2 3, etc. Also Forest #5 has 1 turn chopped already. Also I can't remember which workers are where so they're labelled worker 1, 2 and 3 rather than by their name.
T103:
Settler completes out of Kashyyyk in 1 turn.
Worker 3 chops Forest 5.
Worker 2 chops Forest 3.
Worker 1 roads Forest 4.
T104:
Settler completes moves to rice tile.
Worker 1 roads Forest 4.
Worker 2 moves to and chops Forest 4.
Worker 3 moves to and chops Forest 3.
T105:
Settler moves to Fish City site. Henceforth known as Clak'dor VII.
Worker 1 moves to Deer tile.
Worker 2 moves to Deer tile.
Worker 3 moves to and chops Forest 4.
T106:
Clak'dor VII is founded. Work's forested Deer for 3F1H and starts granary.
Worker 1 camps Deer.
Worker 2 camps Deer.
Worker 3 chops Forest 4 (completes for 30H).
T107:
Worker 1 camps Deer.
Worker 2 camps Deer. (now complete)
Worker 3 moves to Forest 3 and chops (completes for 30H).
T108:
Granary completes, starts on a lighthouse.
Worker 1 roads deer.
Worker 2 roads deer.
Worker 3 moves to grass/hill 3.
T109:
Food bar @ 13/22, Production bar @ 6/60
Worker 1 moves to grass/hill 1.
Worker 2 moves to grass/hill 1.
Worker 3 mines.
T110:
Worker 1 mines.
Worker 2 mines.
Worker 3 mines.
T111:
Borders expand, size 2 reached, exploring workboat will now net the fish. Work Deer and Fish.
Food bar @ 12/24, Production bar @ 10/60
Worker 1 mines.
Worker 2 mines (grass/hill 1 completes).
Worker 3 mines.
T112:
Worker 1 moves to Forest 1.
Worker 2 moves to Forest 2.
Worker 3 mines (grass/hill 3 completes).
T113:
Growth to size 3, work Fish, Deer and Grass Forest.
Food bar @ 16/26, Production bar @ 14/60
Worker 1 chops Forest 1.
Worker 2 chops Forest 2.
Worker 3 now leaves to board galley to found Inca Island City.
T114:
Worker 1 chops Forest 1.
Worker 2 chops Forest 2.
T115:
Growth to size 4, work Fish, Deer and 2 mined grass/hills.
Food bar @ 19/28, Production bar @ 20/60
Worker 1 moves to Forest 6.
Worker 2 moves to Forest 5.
T116:
2-pop Whip, work Deer and Fish.
Worker 1 chops Forest 6.
Worker 2 chops Forest 5 (completes for 30H).
T117:
Lighthouse completes, start The Great Lighthouse.
Grow to size 3, Work Deer, Fish and mined grass/hill.
Food bar @ 21/26, Production bar @ 60/200
Worker 1 chops Forest 6 (completes for 30H)
Worker 2 mines (Forest 5 was on a grass/hill)
T118:
Grow to size 4, Work Deer, Fish and 2x mined grass/hill.
Food bar @ 16/28, Production bar @ 95/200
Worker 1 moves to 1W of Clak`dor VII and puts a turn of Cottage in
Worker 2 mines
T119:
Food bar @ 23/28, Production bar @ 103/200
Worker 1 moves to Forest 1
Worker 2 mines
T120:
Grow to size 5 work Deer, Fish, 3x mined grass/hill (3rd completes this turn).
Food bar @ 16/30, Production bar @ 111/200
Worker 1 chops Forest 1 (completes for 30H)
Worker 2 mines (grass/hill 2 completes)
T121:
Food bar @ 22/30, Production bar @ 152/200
Worker 1 moves to Forest 2
Worker 2 begins to cottage something (resuming partially cottaged tile if in range)
T122:
Food bar @ 28/30, Production bar @ 163/200
Worker 1 chops Forest 2 (completes for 30H)
T123:
The Great Lighthouse completes with 4H overflow (probably into a library)
:2dance:
Oh wait we don't have it yet!!! Don't tell anybody our plan!
February 20th, 2010, 14:15
Posts: 23,530
Threads: 132
Joined: Jun 2009
That failure cash might come in handy though...
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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