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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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quote: Originally posted by Kloreep
Apparantly, there was some confusion over our negotiations by whoever played their turn, and they made a mistake - and made our lucky day. 
But I'm curious... did ND say exactly what happened? Vondrack talked about it briefly in chat, but he's asleep now. |
Here is an "archive" of PMs exchanged with [DG]helios over the last two turns. First my PM sent right after we played our last but one turn, offering 50 gold for the GS contact:
quote: Hello, esteemed Ambassador!
This is just to clarify our intentions regarding the trade your team offered ingame (World Map + GS contact). I know that redstar1 exchanged a couple of PMs with you earlier today, explaining that Legoland does not trade its maps at all ATM.
Plus, we would have little use for your World Map other than to soothe our curiosity, so we suggest leaving maps out of the deal completely. OTOH, we would like to make some sort of a deal with you, if for nothing else then to show that we do want to trade with you.
The contact to Gathering Storm is something we could use, even if not in the nearest future. We believe that the right price is somewhere between 40-50 gold. We do not want to be difficult and hereby accept the price you asked for, 50 gold.
I have already offered 50 gold on our side of the deal and "accepted". I assume you will now remove your World Map, "accept" and send the revised deal back to us for the final "acceptance". If that is the case, we will accept on the next turn, sealing the deal then.
Best regards,
Radek aka vondrack
President of Legoland |
This came in after they messed up, effectively selling their World Map for 50 gold to us:
quote: Greetings,
I think there was a big misunderstanding between our teams. I will explain it shortly:
Our President Darekill received the Save with an offer of you. He interpretive it so that he thought that you wanted to trade your world map against 50 Gold. So he accepted the trade. Because you have already accepted, the trade was successful.
So you have now received the world map instead of the contact.
When you are still interested in the contact with GS, I thing we can make you a special offer. That means that you get the contact cheaper as planed, but not free, because our world map has a big worth too.
An alternative trade could be that, you send as your world map and we send you the contact with GS free.
Best regards,
helios, Ambassador of NDE |
And this is what I replied with:
quote: Greetings,
I am truly sorry to see that such a mistake happened - it was probably that we got both the contact (getting it "twice", as GoW gifted it to GS on that very same turn) and your map. While the map of Bob is certainly interesting to see, we do not have any intentions to invade it, so its real value would probably be difficult to measure with money.
Alas, what happened, happened... this is further complicated by the fact that Gathering Storm received our contact from GoW on the last turn, so there was no need to buy it for 50 gold from you... effectively, we bought your world map for 50 gold - that's what really happened. Could we let this be that way?
I understand you may not be very happy about this, but I can see no way to revert it back. I did my best to prevent misunderstanding, PMing you right after playing our turn, explaining what those 50 gold were offered for...
I believe that redstar1 explained that it is our team policy to not trade our world map (this effectively means that your world map will never be traded to anyone else, either). But... maybe... not sure if you consider this worth considering... do you have any idea about the discovery date for the Currency you are supposedly researching? There may be a deal possible regarding this technology.
Best regards,
Radek aka vondrack
President of Legoland |
No response yet (but I sent it just a couple of hours ago).
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 1175BC:
1) Angus W
then W again, then SW, to complete charting Legos Minor; then back home, using G.G. to take a lift
2) Galleyleo Galleylei NW-NW-W
going to pick up Angus and then to Panama for repairs
3) Leopold to road the iron hill
4) Robbie to mine the riverbank bonus grassland
5) Legopolis settler S
6) Farmerville Archer W-W-S, attacking the barbarian
then NE, then back to Farmerville
7) Jimbo to road the hill
8) Rover to road desert, Conan to guard him
9) MercG + Settler S
then S, then found Karina (MercG to fortify there)
10) new Farmerville labourer to work the mined desert
11) Panama to keep building a Horseman
I am including this because of Tibi's earlier request to build a Merc there - I believe that a warrior and few turns later an (upgraded) swordsman is enough for the defense. What we are now lacking a lot is a fast response force that could take upon barbs approaching settled areas. I would suggest making several veteran horsemen, as these will be able to engage barbarian raiders prior to them getting close to our cities, thus weakening the need for strong defenders. Plus, we will need those horsemen to strategically cover as much of our area as possible once we go medieval (to prevent as many "massive barbarian uprisings" as possible).
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans/Orders for 1125BC:
1) Angus SW, popping the very last hut
tbh, I hope we do NOT get a tech out of this hut... it would just mess things up... just gold or a friendly warrior, please... 
2) Galleyleo Galleylei S-SE-NW
Angus will not be ready for pickup few more turns, so let's briefly check whether The Hammer is free of that barbarian pest.
3) Legopolis settler from Red Bricks S-SE-SE
4) Merciless to move from Legopolis to SE-E-N
to be in a better position to intercept the warrior from the North.
5) Charlie to start chopping the forest
6) George (the new Red Brick worker) to move E
planning to start another chop on the next turn
7) Marky Merc to move N
Marky Merc will not be able to intercept the barbarian, so let him approach Red Bricks and let the Red Bricks garrison to take care of him. Marky Merc will, in the meantime, find the camp and wipe it out.
18) Farmerville Archer E-E and fortify
the fortify part is optional... it just doesn't matter if we leave a unit there fortified or not, as archer's defense is actually offense...
8) Farmerville Settler SE-SE-SE
then SE-S-S and on to the Logville site.
9) Karina to switch to build a worker
I guess this is pretty much a no-brainer, since we need to build lots of roads, improve the tiles in the Karina radius etc... this worker shall remain at the disposal of the Karina Municipal Council. 
10. Gaul to move SW
The "Logville" Settler is coming unescorted - as far as Karina, he will need no escort... however, from that point on, at least an average escort unit will be necessary.
11. Rover & Conan to move S to the iron hill
and road it...
12. Farmerville to start building another settler
13. Red Bricks to start building a temple/library
sorry, just a little reasoning
Last edited by vondrack on 21-03-2003 at 03:21
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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OK, plans/orders for 1075BC:
1) Angus E
ignoring barbs, heading for the coast to be picked up by G.G. there and taken back to Panama to be upgraded to a swordsman
2) G.G. to move NE-NE-N
for a rendezvous with Angus, then to Panama
3) Howard to fortify
4) Panama to build another Horseman
5) new Panama Horse (Alexander?) SE-SE-E
then NE, then NE-N, attacking the camp NE-NE-NE from Leopold (info relayed by GoW - their galley can see a barb camp there)
6) Mercedes to move N-NE, attacking the barb
7) Robbie to move SE
preparing to start roading on the next turn, then S onto the mountain and road again
8) Marky Merc to move N
heading for the isthmus, intending to seal it (in like 6 turns, there will be "massive barbarian uprisings" - we should make sure that no barbs from Legos Minor penetrate into Legos Major). The one wandering towards Forkmouth now must have come from across the isthmus... he will be dealt with by other troops of ours.
9) Forkman to stay atop the hill
having a very good position to engage the barb, should he move towards Forkmouth.
10) Legopolis Settler to move SE-SE-SE
11) Farmeville Settler to move S
12) Conan to move S, escorting the settler
12) Jimbo to start roading
13) MercG to skip turn, healing
the new barb shall hopefully come closer and gett attacked/killed on the next turn
14) Gaul to move W
getting closer to where he might be needed (supervising workers in yet a bit shrouded lands).
15) do NOT move the Red Bricks garrison Merc (Merced) - he is there to protect the chopping worker
I believe that ZargonX will not be able to play our turn... I will play ít once I wake up. Zargon, if you do play the turn, make sure you play everything as proposed, please.
I am so damn tired I can't keep my eyes open... more reasoning and reports after I get some sleep.
16) reassign the Jackson labourer back to the mined hill SW of the city
due to Zargon's oversight on turn 76, where we did not move Merciless out of Legopolis as planned (and my failure to fix the problem on turn 77 by attacking with one of the Jackson garrison Mercs, using the lux slider to keep the Jackson pop happy), the barbarian coming from the North was able to step onto the worked mined hill SW of Jackson. Because of that, the corresponding Jackson labourer will be auto-reassigned. We must cancel the reassignment after killing the sucker.
Last edited by vondrack on 24-03-2003 at 01:02
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Sharpe
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Ontario
May 1999 time: 00:25
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Suggestions for 1050bc turn (Turn 79):
1) Angus E to be loaded onto Galleyleo
2) Galleyleo - either S-S-SE or SE-S-S (depending on where the GoW galley is and whether it can see us or not - I predict the GoW galley will go NE-N-E though it may go NE-N-SE)
3) Alexander NE-NE then either N (to mountain) or NE (to hill) in trying to find the barb camp
4) Mercedes to either rest or go N
5) Robbie to road
6) Legopolis settler SE-E-NE (might as well finish off the turn under MightyMerc's protection)
7) Conan + Farmerville settler E - we don't lose any turns this way and stay at least one turn away from the barb if by some miracle MercG loses
8) Gaul S
9) MercG to attack barb to the SW
10) MarkyMerc W continuing to the isthmus (or is his current position good enough to stop any barbs?)
11) Change Pyramids back to Palace if changing it was a mistake - although changing it back now and then back to Pyramids in a few turns may raise suspicions especially as we can clearly see that GoW is building it.
However, Imperial City is building the Pyramids and they probably have 11 shields per turn there - according to the saves the F7 shows them contructing the Pyramids from 1100bc onwards - they can't have been hiding under a Palace like us so they have to be behind us still at least.
Last edited by Sharpe on 24-03-2003 at 07:32
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