Geronimo20
Emperor
Sorry, if I misunderstood the terms of dissolution. I thought I could get out of the alliance after the turn 220 had passed. Then I admit I was not clear. I'll pay more attention to the terms next time
Well, if mutual consent is required after a turn 220 deadline, isn't that essentially a permanent alliance? Wouldn't one side always want the alliance to remain in place? (Is that what you guys really agreed to at the start?)And the terms of our alliance were that we would dissolve it by mutual agreement, not that one side would just pull out when they felt like it.
Presumably not luck and didn't "just happen" ...And count yourself lucky that plako just happened to have destroyers of your SE coast a few turns back or your capital would be a smoking heap by now
That might in part explain why you didn't keep advancing on my position when I was subbing for Munro ...I knew what you were doing all along, I just didn't want you to realise I was already sending a force to flatten your undefended cities
The other condition was that we remained allied until 2 out of our 3 remaining rivals were destroyed. so not quite a permanent alliance but certainly a long term pact. Given that Geronimo was still in the classical era when we met him and he received a huge amount of tech from us that was the kind of commitment we wanted in return.Well, if mutual consent is required after a turn 220 deadline, isn't that essentially a permanent alliance? Wouldn't one side always want the alliance to remain in place? (Is that what you guys really agreed to at the start?)
I highly doubt plako had destroyers in the area looking for transports loaded with troops that had sailed 2/3rds around the world to get there! I had a destroyer that had come the other way on a pillage mission, so those destroyers were there looking for him. Mistake on my part perhaps that I should have let my destroyer get caught earlier so plako would have had no reason to send his ships out looking for my lone pillager.Presumably not luck and didn't "just happen" ...
In part, yes. But the main reason I couldn't invade you was the same reason I couldn't invade plako or Elkad for much of this game. Most of this game I've had a war or threat of attack from 4 sides (and then 3 after we got rid of Classical) and whilst I have a decent army and mfg I just don't have the resources to do a mass invasion and defend 2 other fronts from attack!That might in part explain why you didn't keep advancing on my position when I was subbing for Munro ...
Probably very often, when tech trading is on. And sometimes when it is not ...How often do you end up with a 4v4 in MP that didn't start off like that?
That is correct you cannot raze the cities that were yours.
But the tile is a bit weird I admit...you mean you lost the tile in the same turn after taking the city? That is new to me..
It seems that after a city changes hands, some adjacent tiles go neutral for a while, as if there is "cultural confusion", and even the culture latent in the tile is not expressed (or maybe the culture latent in that tile due to that city?).
Is it possible that part of what was keeping the tile in question in Amask's hands was his culture from prior ownership of that city, and the benefits of that prior ownership were transiently lost when the city changed hands ... allowing the cultural influence from another plako city to dominate that tile immediately?
well that last turn was interesting. fun to get up to a little mischief too
I thought you would be experienced enough to know that change civic mission is broken. It doesn't take into account the size of the economy changed i.e. price tag of the mission is way too small to the potential harm caused. You really shouldn't need to use broken features/exploits to win.