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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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quote: Originally posted by notyoueither
Arnelos has reported to me that it will take 24 to 48 hours for RP to ratify the Treaty.
What do we want to do? |
Sigh. Can't they get their act together. We've been playing with this treaty for a couple days now, you would think they would have some idea.
Can you get some assurances from them so we can go ahead and play the turn, 24 hrs is too long to hold it now, IMHO.
This could be a trap...
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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quote: Originally posted by notyoueither
I get the sense we are being stalled. I am not certain, but maybe it would be better if we sit. This is a critical time for us, just as it was for RP. |
They are notorious for stalling tactics. Perhaps they have recieved a better offer. Perhaps GoW backed off from toledo because they are moving back against ND.
A lot of comments in the main forum have discussed "true friends" I wonder if that means something...
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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Do we have any ideas for a PR campaign once the turn ships out?
It would probably be better to be on the offensive pr wise, than on the defensive this time. Better to start threads than just respond to the GoW and ND ones.
To that end, what is our message?
a few ideas
-we are peacekeepers installed in RP border cities
-we, as victims of a similar backstab feel sympathy
-Stormian Catholics are a powerful minority in our senate
-Protectors of the Church, have to go through us
(ooh, what about making this a crusade to drive the moors out of spain?)
Who is going to make the posts, the first round should be limited I think, to a few people, Frater Ralphus included.
Thoughts, suggestions?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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quote: Originally posted by Theseus
Let's f*cking tell them then... we are executing on the plan, in all good faith. If they betray us, they die.
And yes, I say let's go for it. I haven't seen the save yet (can it be sent please?), but it seems to me that worst case, we lose the Cats and our first wave... we will have the opportunity to re-direct subsequent troops as need be. |
If they screw us, then we can abandon santiago and bilba, assuming they aren't captured. We can take out Inchon's two horses relatively easily, I would say. What would be a ***** is if they disbanded the cats right then. No, I don't trust them, maybe this is a set up to get a three way gangbang on us going, but I hope they would have a little more characterthan that.
quote: Originally posted by Theseus
Nathan, as far as I am concerned, use your discretion on the harbors and other economics. |

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Aeson
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orangesoda
Nov 2001 time: 22:29
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I was thinking the KNights would serve useful in Scouting/Counterattacks, especially if GoW stays out of it. ND, to take cities fast, would need it's Ansars to outpace their Pikes. In such cases, we would be in a position to kill Ansars with our Knights, and bring the Pikes to cover them.
If RP gets in trouble of losing Pamplona or Zaragosa (by Ansars outstripping their defenders and getting lucky), our 3 Knights could very well end up saving our Cats and major cities from capture. We'd probably win the attacks, killing 3 Ansars, and then ND has to either attack our Knights (giving RP respite, and at not too bad odds for us as most the surviving Ansars would be damaged), or try to take a city with their reduced offensive capacity and with our Knights poised to retake it even if they succeed.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:29
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By the way, there's one serious complication to the transition from peacetime to war production. We already have 81 shields accumulated in Tempest, so we'll lose a little over 30 switching it to a knight (by the time next turn's production is added). I hate to lose that, but we probably need the production.
My current thoughts on production are:
Monsoon - finish harbor, 2 turns.
Whirlwind - switch to knight, 5-7 turns depending on tile allocations.
Arashi - Alredy in two-turn pike mode. May look into irrigating and working more mountains to switch to two-turn MedInfs at some point if the war continues long enough.
Tempest - Switch to knight which finishes next turn, and switch to two-turn MedInfs.
O.G. - Continue work on harbor.
Bolderberg - Switch to knight (finishes in three turns) and then build 3-turn pikes and/or 4-turn MedInfs.
Typhoon - Switch to knight; finishes in two turns if I'm juggling things right. (I hate to do it, but it's another extra knight for our second wave.)
Sufa - switch to pikeman; completes next turn.
Bolderberg: Switch to MedInf; completes next turn.
EotS - Four turns from finishing a knight, and five from growing. Growth may make it practical to produce three-turn MedInfs if I can get the tile mix right.
Hurricane - Finish its harbor in three turns, build a couple two-turn pikes, and then start probably alternating MedInfs and pikes.
Blizzard and Inchoff - finish their temples for access to better tiles for more production and to help our culture.
Dissidentville - Let it grow and make it a production center as best we can for now. Don't worry about moving it until after the war.
Cyclone - Keep building workers.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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quote: Originally posted by DeepO
oh, and the Great wall: hmmm... it crosses continents, right? but how long would it take to complete, shouldn't we have gone into full attacking mode already by then? But indeed, denying it to ND and GoW is worth a lot, they have walls in many cities already. They have to think about it, though.
DeepO |
6 turns in temepst. sounds like a good enough idea to me. Might save us, not sure how much however.
edit: or 5 turns if the workers are juggled a bit
I'm fuzzy on how it works, cause I never build it. It only doubles the city walls (strong against barbs too, I know) does it do anything on size 8 and up cities? (is the size 7 bug still in effect with the gw?)
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