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Diplomacy Master Thread- Helping Your Opponents Beat Themselves

I will be putting up the turn report in a bit, but this might be something we want to take action on immediately. Check out where CFC moved their settler:

[Image: ISDG-538s.jpg]

We need to tell them politely but very firmly that this is not an acceptable place to settle a city. (I still can't tell if they are moving their settler at the end of each turn, or right at the beginning. Not sure if this settler was moved when CFC logged in right at the turn roll, or at the end of last turn.) The tile west of the rice is pretty much guaranteed to cause conflict between our teams if they plant there.

scooter, if you are around tonight, I hope you can take a look at this. If I see CFC in-game, I'll try to find them for a quick chat. We need to take care of this quickly, if at all possible.
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lol. I really think they are making a run at hanging gardens. hence the dissappointment/awkwardness when we couldnt gift them stone immediately. I don't think this was the original plan, if we had just gifted them stone immediately. (its clearly inferior to a horse/rice/3x wine shared cow city, only advantage is first ring/immediate stone).
Please don't go. The drones need you. They look up to you.
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Ugh.
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.
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That's a terrible city location for them, I almost think they misclicked. Do they really have such an immediate need for Stone that they would settle a wretched city with the obvious diplomatic fallout that would ensue? A shot at the Hanging Gardens doesn't seem worth it...

Darrell
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(February 17th, 2013, 22:19)darrelljs Wrote: That's a terrible city location for them, I almost think they misclicked. Do they really have such an immediate need for Stone that they would settle a wretched city with the obvious diplomatic fallout that would ensue? A shot at the Hanging Gardens doesn't seem worth it...

Darrell

its terrible long term, sure. we may even end up peacefully flipping it at some point. but if having the stone 5 turns earlier gets them the HG's, it might be worth it. or at least they might think it worth it.

OTOH they'd have to plant on one of the southern wines to claim the 3 wines, which means that city couldnt access the rice, which would be lost to them once our culture overwhelms them. I guess I agree that it wouldnt be worth it, but I'm not sure they would see it that way.

The fact that we aren't willing to part with out stone until we have the second hooked up makes it clear to them we are going after HG (we wouldn't split hairs if it were just the great wall), so they probably have realized they are in a race.
Please don't go. The drones need you. They look up to you.
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There is zero chance that CFC will beat us to the HG, even if they could plant on the stone right now. (Not that I'm saying any of you are saying that.)
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It won't help them in the race because the stone won't be online until after we finish HG: they can't settle on the stone, and don't have 5 workers in the fog to hook it up in 2t.
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well then its either a misclick, or they don't realize how close we are and are going to try anyway.
Please don't go. The drones need you. They look up to you.
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Yeah. Just let them know that we'll have control over the Stone sooner than they can Quarry it with our free Obelisk and religion. If they still want to plant that city, what do we care? It doesn't threaten any resources besides the Stone, which we're happy to gift them anyway. The rest is junk desert and plains. Better a pathetically weak Rice/Stone border city, than a stronger Rice/Horses/3 Wine city.
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If we have a long NAP and trust them not to NAP-stab then I don't see that city being a big problem. We'll control the area culturally in the long run and in the short term we have a nap to prevent them from using the city to fork us. If we don't trust them not to NAP stab, then we have a problem with that city.

Alternately, we could just tell them honestly that they seem to really want stone ASAP and let them know in some friendly way that it will be impossible for them to get the HG so if that's the reason, it's not worth the effort.
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