He's offered us a trade of Wine for Gems, which I declined.
Remember how we tried to trade hiim Stone? He's practically gifting it to Commodore. Gee, thanks for propping up all our neighbors and not us Nakor. Oh, you'll only trade us in unfair trades? I guess it bugs me that he's treating us like we're the run-away land leader, or run-away tech leader while at the same time IS PROPPING UP SAID LAND AND TECH LEADERS WITH FAVORABLE TRADES
I mean WTF, Nakor? Why are you trying to screw us and not the people who are actually going to win the game?
And this is someone who is #2 in score, and arguably 3rd place overall behind Krill & Scooter. I guess he's more interested in securing 3rd place and keeping us in 4th than in trying to catch 1 or 2.
Anyway, if you want to we can offer an even trade of spices for wine. I haven't done so yet because I'm pissed off at Nakor for being a dick to us this game.
Okay, the other news is what Yuri has done:
First the bad:
* He had a trireme in the fog and killed one of our galleys: we lost an accuracy catapult and a knight.
* I was stupid and moved a worker where he could still nab it with his chariot. So he did that and spitefully deleted it. If Yuri has one goal still keeping him going in this game, it's spitefully deleting workers.
Now the good:
* Look what Yuri did with his troops! All we need to do is bring up some catapults and Hanz & Franz is back in our possession.
* Happy Fun Ball will fall this turn. I think we should sever the road from H&F to HFB as well to keep Yuri sitting tight in his city.
For this turn I'm thinking we take the 2 catapults that are in OTOF and load them on the nearby galley. They can make it to the front by turn 215.
Meanwhile, we might want to swap a few of our builds on the western continent to catapults. We need 4 or 5, at least; a half dozen would be best. We have 2 in the area and another 2 on the western continent. If we can build 2 or 3 on the western cont that should be enough to smash through his defenses.
Okay so we played our turn. Easily took out the lone archer guarding [strike]Sigma Quadrant[/strike] Happy Fun Ball, as well as the chariot that sniped poor lovely Victoria Jackson.
Moved our knights up and took a 61% shot at the injured trireme that killed our galley. Lost of course, not to mention a failed spread of Islam with our missionary
Plan is to bring up our 2 remaining cats along with 1-2 more, bombard down and suicide them in and slam the city. We'll also be senidng in an expeditionary force over to his other city, on the assumption that it's lightly guarded. The clock is ticking on Yuri being in the game...
Wait, I'm a little confused; are you guys more worried about scooter than Krill?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
In the short term, yes. Scooter is getting very close to fielding amphibious rifles off of galleons if he chooses to. He's way out in lead in tech, having Rifling, and I imagine Astronomy will be next. We've just recently conquered the Western Continent, and it is quite weak - if scooter made a hard push to invade our direction we probably would lose a lot of coastal cities, since he would have advantage in tech and naval movement
Btw - Commodore logged in and did not take our deal. A little surprising, tbh
Also I was checking to cancel the gift that we gave Scooter as part of the Education sale, and realized it was already there and probably got auto-canceled when we declared on Nakor. So that was fairly dastardly by us (unintentionally but still). We paid for a fixed-price item (Education) in part with per-turn items (resources) and then did not give them a full 10t of those.
Tech-wise, Azza has Paper now (he has no gold but we could trade him Printing Press or Education if we want). That seems to be the only tech from this past turn - we'll get Compass at EOT
Is there anything we can gift scooter for 10 turns? I feel bad about breaking that trade. Although we probably should see how many turns in it was before the trade got canceled; if we're talking the 10th turn of a 10 turn deal then maybe we don't need to gift anything...