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(July 13th, 2014, 14:36)Krill Wrote: Lurker civ being down there would be interesting. You think we can kill them? Got Paratroopers?
July 13th, 2014, 14:46
(This post was last modified: July 13th, 2014, 14:46 by Krill.)
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Considering how long PB13 has lasted, I don't like your odds of survival.
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(July 13th, 2014, 14:36)Krill Wrote: You think we can kill them?
That would be your first impulse, wouldn't it?
It controls 5 land tiles IIRC. Not sure how those tiles are configured. I would have put the civ on an island sheltered by peaks, but that would require six tiles. So maybe it is in the tundra and is protected by lakes.
Then again, the civ keeps producing great spies - is it exporting them? Is it sheltered by ice and fielding submarines?
I have to run.
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Well, if they are making 10EP per civ to maintain graphs on them, that would be a pretty nice EP boost, wouldn't it?
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...Probably worth the furore in the Tech thread to take the city then.
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Ruff offered peace. I rejected and will reoffer so he can accept it next turn, which gives us 1 turn longer before war could be redeclared.
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Krill, thats some mad min-max diplomacy there.
July 14th, 2014, 11:26
(This post was last modified: July 14th, 2014, 11:28 by Krill.)
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Peace offer. Declined because whilst I was 99% certain he couldn't have done anything, there was the chance he killed the GE settler and bowman. Plus that slightly longer peace treaty.
Ruffs MFG is about equal to ours, and ours sucks.
His crop yield is dreadful so we will win in a whipping war (although kinda lose to everyone else unless we could get a GG).
And we just put a reasonably large dent in his army. Which looks to be a bit smaller than ours, even considering that we have a decent amount of pop, we still only get 23K from pop.
Best of all the galleys have retreated. The northern one almost certainly went into either the copper city or retreated along with the second galley back to his capital. His power suggests he doesn't have the units to load up right now, so I only have concern about what he can do in about 10 turns, which is why I think he offered the peace treaty.
novice, I think we want to kill Ruff first, other than taking Overland park and the southern lands from Whosit if dtay piles into him or CH wins their next war.
I'm going to play the turn as if we have an 11 turn peace from next turn. I don't think it's a huge stretch to do that because of the low power ratings.
Current games (All): RtR: PB80 Civ 6: PBEM23
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(July 14th, 2014, 11:16)Ceiliazul Wrote: Krill, thats some mad min-max diplomacy there.
If there was a way to look around and then take the peace treaty this turn I would have done so. I don't actually care if Ruff logs in and accepts peace after I've ended turn and we"only" get an 11 turn peace deal. It's only a min-max scenario because of the stupid design and some turn split etiquette.
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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