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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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To Arrian:
quote: despite the fact, that I posted your offer in our forum, the response of our knights is zero so far. Mainly because I'm the only one who's game-related active at the moment (the others eat ham and jam and spam a lot ... well ... occasionally, at least). Dave (who's the originator of the war effort) has disappeared at all, I hope he'll be back soon, as I need his opinion concerning your proposed changes (of the war route that is). So this is not our official stance yet, but just some thoughts of me:
- Don't go too much for cheap units and upgrade. This is not SP, you probably aren't researching at 10% and collect money (at least we hope so) and getting shields will be easier for the foreseeable future than getting money. We're planning to start a 1-scientist research after we discover Currency. We already have Mathematics. Until then, we build units full-price.
- Having CoD horsemen attacking and Python foot knights cleaning up is ok for us, although we would like to have a limited amount of horses ourselves, just like you probably would like to have a couple of swords. May be we "exchange" our resources at some point after 1000BC.
- The road through your empire is ok with me, but I'm unsure about Dave. Our condition would be a Right of Passage agreement (for the sake of speed). And the road should be kept clean of your units (including workers), because this would slow us down. This would need a careful planning. You should make the base tile improvement right before or right after our workers go through and road, and after this keep the road free.
- Your condition not to move is fine with me and as long as the majority in our team will not outcry in protest (doesn't look so ATM) it will remain so.
I will contact you again as soon as I have some more response from the others of my team.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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Again, from Arrian, with a proposal for the route...
quote: Ok, here is how I see the road:
Starting from the border between our nations, near Castle Loimbard & City of Snakes. Here is my proposed path:
CoS 4
CoS 1
CoS 2 (done)
Ciao 6 (done in the next turn or two). Ciao, by the way, is new, built 444 of Izzardia.
Ciao 33 (the next task for the worker currently roading Ciao 6)
Swindon 7 (done)
Swindon 1 (hill)
Swindon 12 (hill)
Swindon 122 (hill)
Swindon 1222 (jungle, silk)
Swindon 12222 (jungle)
Swindon 122222 (hill)
Swindon 1222222 (jungle)
and so on.
We plan a city for Swindon 1122, so it will be off the road to the west, and will not interfere with movement.
Ok, important questions, in order to coordinate things properly:
Exactly when could your workers be at CoS 4?
We currently have a worker on CoS 7, roading. He will finish in 2-3 turns (have to check on that, sorry). His next move, in our worker plan is to move 1, to CoS4, there to irrigate and then road. If your workers can really be at CoS4 in 2-3 turns, though, I'll have him hold off, and come in behind your guys (just to irrigate, and then get him out of the way for the troop movement that will eventually follow).
Similarly, our Plan calls for the worker currently roading Ciao6 to move 2 (to Ciao33) and build both a road and a mine. If your workers will be moving through as quickly as you say, he too may need to do something else until your roadcrew is past, and then come back to build the mine. Depending on the exact timing, he may be able to build a road before your guys get there, allowing them to proceed straight to Swindon 1.
Ideally, your workerteam moves would look like this:
1) move to CoS4
2) road
3) move to CoS1
4) road
5) move to Ciao 33.
6) move to Swindon 1.
7) road
8) ...
9) move south... and so on and so forth.
Alternatively, it may be helpful for CoD for your guys to march around Ciao33 for now (I don't think it will actually waste any turns, since it will take only 1 turn of movement to get to Swindon1 from either Ciao33 or Ciao36). That will allow our worker to build his mine & road normally, which helps Ciao get some production going for its barracks build.
We can surely protect your workers until they get down south of the silks. It's probably easiest to send a spearman with them from the start, provided you have one available. |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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... and back to Arrian. Lots of diplomatic traffic today:
quote: thanks for the road description. We will have to road either CdL-2 or CdL-3 first, and can be at CoS-4 in three turns from now:
1400 BC - move to CdL-2 or -3
1375 BC - road CdL-2 or -3
1350 BC - move to CoS-4
etc.
Yes, we have a Spearman who babysits the workers, as there's also the Monkey warrior Cheetah running around. We will send him together with the workers then. If there are problems or other suggestions, let us know. Hope we can nicely synchronize all tile improvements.
As for the casus belli: I'm sure, Monkey has chemical weapons! In fact, one of the swallows, who bring us coconuts from the tropes, made an air photograph, which clearly shows mobile laboratories on the roads through the monkey forests. At least 2 of our knights, Sir Colin and Sir Powell say so!  |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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From Arrian:
quote:
Sigh. Anyway,
So you will enter our territory in 1350bc (which I call T67), at CoS4. Ok. I will order Englebert Slatiback (worker near CoS) to wait until your team passes, and then he can irrigate behind you.
By my calculations, you will hit Ciao33 in 7 turns (T71). You guys move first, though, so we will have to make sure that tile is clear on T70. We have workers completing jobs near there, and will be able to move on T66 (two turns from now). I'm going to have 1 of them move to Ciao33 and road. He will finish that on T70, and move away. Perfect, I think! Then he and his teamate can come back and quickly mine Ciao33 after they're done developing an adjacent tile.
Moving further ahead, you will reach Swindon1 on T72 (1225bc?). If you can add a third worker, they can build those hill roads in 1 turn, but 2 will get it done pretty fast anyway. The road will be done long before the troops it is designed to transport. |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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Arrians answer:
quote: I think we can manage that. Ok so "now" which is T65, your workers are at CdL3. On T66 they road. On T67 they move to CoS4. Hmm. The only problem here is now they can reach Ciao33 sooner than our worker can be out of the way. My suggested fix for that is to have your guys move a little closer to Izz (I'll tell you the exact tile once I have a look at a screenshot). They can still get to Swindon1 in 1 turn, due to roads and RoP. Which reminds me, we need to sign a RoP. I'll ask that we offer you one in-game. |
Later added:
quote: Ciao33 is only 2 tiles away from Swindon1. The options are these: allow CoD's worker to move in and road Ciao33, which will complete on T71, or I can allocate him to a different task.
If we go with the first option, your workers can either stop at Ciao6, or move to Ciao63 on T71. On T72, they can get to Swindon1.
Your workers would move to Ciao33 on T71 road it on T72, and move to Swindon1 on T73. So, as you can see, option #1 gets your road builders to Swindon 1 a turn earlier. |
Last edited by Sir Ralph on 03-12-2003 at 16:44
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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From Arrian:
quote: FYI - we are now 10 turns from republic (as of 1275bc). Monkey has finished Literature. I asked them to send it to us so we could do a CoL <-> Lit trade, but when I got the turn, there was no diplo offer. So I offered CoL to them (unaccepted). You guys might want to start working on a Lit <-> philo + something trade.
I suggested they research Map Making next. IIRC, you guys went for Math, so MM was really the only useful tech they could research.
We appear to have made a 3rd hut deal (hut for the wheel) with Monkey. We're going to wait until we have republic, so we can block off HBR, and if you have math by then (and give it to us, as part of a republic deal) we might get polytheism out of the hut. We probably won't, but I figure it's worth a shot.
My current thinking is that we can go for construction at 40-turn pace (1 scientist) after republic, to raise cash for troop upgrades and/or rushbuilding. I remember you saying you might do something similar after math (currency with 1 scientist?)
So, how's math coming? |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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From Arrian
quote: Yeah, we got mysticism from one of the huts we popped down in Monkeyland.
Hmm, given the current tech situation, I guess it would be best if Python did Construction at 40 turns, whilst CoD does Polytheism (assuming of course that we don't get lucky and get Polytheism from the hut deal we're working on with Monkey).
One of us should research HBR at some point (though I would prefer to hold off on it for a while, so that our barracks towns can pump out several chariots for upgrade first). We will have horses hooked up in 3 turns, IIRC. We can probably build 2-3 chariots before we get republic and go into anarchy. Anarchy will probably take 4-5 turns. Then, once we're in republic, we can see what our cashflow situation is.
About how many more turns until you want to launch the war?
I sent a PM to conmcb25, by the way, explaining my mistake with the wheel. I think I'm also going to set up a thread in our forum that lists which techs we have and where they came from, so we know which are available for us to trade, and which are yours. |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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From Arrian:
quote: An update: CoD is now 7 turns from republic. Monkey is ~20 turns from Map Making.
We have decided to trade them Mysticism for rights to the last goodie hut. We will pop the hut right after discovering republic, so we can block off HBR. If we do get a tech, it will be Polytheism or Construction, whichever is cheaper (I think polytheism).
Cort Haus calculates that we will be able to come up with 8 swords, 8 horse, 4 spear and 2 catapults in time for the invasion. We also expect to bring at least 1 galley, but if we can, we will bring 2 (to ensure capability of sinking a Monkey escape craft).
Oh, one other thing. Our next city is now planned for 22111 of Swindon (the original plan was to build on the hill 2211 of Swindon, but we decided to move it onto the river). The settler for that city will be done in 2 turns. That will be our southernmost city for quite a while... so once your roadcrew gets past the silk tile south of Swindon, if Monkey sees them, they will surely be suspicious. And we will no longer have a plausible excuse. |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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To Arrian:
quote: We hereby give you notice, that in the next turns a Swordsman will cross your territory. Since there are many barbarians in the south and the rough terrain forces them to split sometimes (like now), our Workers need more guards. He's right now in Château de Loimbard. We assume you will go with your Worker (Englebert Slaptiback) from CoS-4 to CoS-1, to irrigate there. So the Swordsmans route will be:
1150BC: 322 to Ciao-1
1125BC: 6 to CoS-2
1100BC: 232 to Swindon-8
1075BC: 122 to Swindon-12, the place our Spearman holds now
What concerns the excuse for the road, we may say for a while, that we also want a silks colony. Later we will build a city there as base camp, which they will see anyway, so no big deal.
Some thoughts about research. We carefully need to plan our research cooperation. Monkey will be busy with Map Making for a while. If we (Python) research Construction with a 40-turn pace and you would find Polytheism in the hut, this would basically stall your research, since we assume you don't want neither Monarchy nor Horseback Riding, at least not yet. One possible solution is, that one of us goes to 0% research and funds the other, who researches at maximal pace with a fair gpt amount. This way, both of us could save some upgrade/rush money. What do you think? |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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2 PMs from Arrian:
quote: Hang on a minute with that swordsman route. I think it's fine, but I need to check our worker orders to make sure. You may have to dodge a worker team. We're still doing terrain development (mining) in the Ciao/Swindon area. The bits around the war road route should be done soon, though, so I don't expect our workers will get in your way when you send your main army through.
I agree regarding research. It all hinges on whether or not we get polytheism. We will know soon. The chances aren't great, so most likely we will end up researching polytheism while you do construction. |
quote: Ok, it looks like your proposed route goes right around our two workers at Ciao33. So go right ahead.
FYI - there is a barbarian horseman at Swindon 1112222. We have a fortified regular warrior on the gold hill 122222 of Swindon (due east of the horsie) and we hope the barb will attack.
Our archer, Frustrated Poet, is marching into the jungle from the mountain chain to the west, hoping to find and kill the encampment.
There is also a barb warrior up in the mountains, but I'm not nearly as concerned about him.
Monkey moved their warrior right next to your spear/workers, so they definitely see them. |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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My answer to Arrian
quote: good, so we agree about the route for the worker guard reinforcement.
What concerns Monkey, it was inevitable that they see us at one time. If they ask you, what we want, tell them you don't know exactly, but were told, that we're desparately in need for luxuries and probably want to build a silks colony somewhere down there. Never forget the probably/may be etc. If they want to know our stance exactly, they shall contact our ambassador.
We sacked a barbarian camp on the southern end of the jungle last turn, but given the size of the jungle it's certainly not the only one. |
Note to DaveMcW (Ambassador to Monkey): They have spotted our workers, be prepared to respond to a serious question. If possible, faster than the last time , because missing response creates only more mistrust.
EDIT: A possible and honorable excuse is, of course, a trade route.
Last edited by Sir Ralph on 18-12-2003 at 19:40
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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To Arrian:
quote: We have Currency and would send it in exchange for The Republic. Together with the already delivered Mathematics that's still 4 points short of The Republic, so let us know what you want as compensation. With Construction, we started a 40 turn research now. If you research Polytheism, or find it in a hut, the next deal could be Warrior Code (3) + Mysticism (4) + Polytheism (12) for Construction (20). That's almost even. I'm sure we find a solution for Horseback Riding too, which is the last advance to research before we enter the Medieval age.
Since the upcoming war (hopefully) leaves us alone on our continent, we need to discuss a suicide galley concept, which will connect us with the other continent ASAP to make sure we can keep up in research. I think you should send galleys from the east coast (we don't have cities there at the moment), while we will try our luck from the west cost, where you are lacking productive cities. All contacts made by the common effort shall be shared without fee, regardless which side makes them. Can you agree with this deal? The # of galleys to be sent can be a subject of further negotiations. |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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From Arrian:
quote: Ok, so there are 4 research points (96 beakers, though I think Monarch level jacks that cost up to more like 105 beakers... honestly, I'm not exactly sure how that works) to be made up from out Math+Currency for Republic deal. That's not all that important right now... and figuring out what to do about it would be easier once we know whether or not we get Polytheism from the hut. So for now, let's just put that on hold. Send us currency, and we will send you republic as soon as we have it.
Once we pop the final hut, we can decide what we want to do to even up our trades. My current intention, by the way, is to research Horseback Riding after Republic, followed by Polytheism... trying to time our discovery of Polytheism to coincide with yours of Construction. The easiest thing would probably be for us to get some gold for you to cover the 4 research points (which would help us with unit upgrades). Let's talk again in a few turns.
I'm pretty sure that the cooperative suicide galley runs (and free contact trading) will be fine with us. IIRC, Cort Haus suggested that exact idea not too long ago. I'll confirm and get back to you.
Have you guys decided what you are going to do with your empire (two halves with us in the middle, or move the whole thing to the South)? |
Quick answer:
quote: We're fine with a split empire. If we won't get a leader for a FP rush, we'll palace jump. |
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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From Arrian:
quote: FYI - We popped the final hut down by Monkey and the funniest thing happened: we got a tech I had forgotten about. Map Making. This is both good and bad.
The good: we should now be able to trade maps with you, and we can build galleys now (in fact, we think that we can complete one the very turn we come out of anarchy).
The bad: Monkey is researching MM. Once everyone comes out of their holiday-induced stupor (as I'm starting to), they will likely notice that their research time has dropped due to us having the tech. Even if they don't notice that, they are going to ask us what we got out of the hut. My intention is to wait until they bring it up, but once they do, there is no point in lying about it, since that will be a dead giveaway regarding our intentions.
The problem is that once they know we got MM from the hut, they are going to want to get out from under the MM research they are doing (which is now wasteful, if viewed from the perspective of a team involved in a research alliance). But I don't want them to have MM yet - the last thing we need is Monkeys fleeing the war on boats.
I guess I could tell them to continue with MM research and promise not to trade MM to Python - leaving that deal to them, so that their research has some value. I dunno, this is a bit trickey.
By the way, the element of surprise is going to be increasingly difficult to manage as your roadcrew marches southward. It will all but evaporate once you build your fort town south of the jungle... perhaps CoD should build that town and we could gift it back and forth for troop movement purposes? Since CoD is already expanding south into the jungle, us building a town at the south edge is logical, if a bit provocative. Python building a town, on the other hand, is almost as good as a declaration of war.
In fact, come to think of it, if CoD builds a city way down south (I'd love to get up on those hills south of the jungle) and Monkey gets annoyed, we could offer Republic as "compensation."  |
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