Department of Turnplay

The turn is available and I can play during lunch. but I don't want to go E with peapants (south of the river) without the teams approval. please advise....
 
AFAIK, we have no actual agreement in place with MIA...only their edict...and they seem to be making it difficult to have negotiations for coming to an early agreement or compromise. This could have been discussed with them a couple of days ago if their bureaucracy wasn't so unweildy.

What are they going to do? declare war? ask us to leave? I think we have pretty much a consensus that their boundary terms are not acceptable. I'd certainly support you if you want to cross the river. I don't know how many of the rest of us are online to advise.
 
according to the agreement in the diplo thread that came with the save. They have agreed to our "borders are the only borders" agreement
 
Yes, I just saw that, and I'd had JUST read that thread before posting in this one. You guys are too fast for me. :lol:

It looks like you have a free hand in crossing the river without any approval from the rest of us. :D

BTW, it would have been nice if they'd mentioned their pending deal with D'Nuts during our earlier negotiations and saved us a LOT of discussion. Maybe we should tell them about the ivory AFTER they discover it for themselves. :rolleyes: /rant
 
I won't play the next few turns.... I've played two in a row :blush:
turn 35 said:
  1. curraph W-W
  2. Peapants attack barb hut
  3. Ave Joe SW
  4. settler (Wild Rower) S
  5. Igor S
  6. Hairy to move back to Dunderhead since it will grow before producing another MP. (Ignoramus will start shedding pop)
  7. check happiness @ end of turn -> SCI high as possible
  8. screen-shots if anything significant has changed
  9. end turn, save, sent to the nuts, record in turn tracker
 
I think Joe have discovered the continental gap. Pic of this in Souls Cartographic dept.
Peapants rolled over those barbs good and got us 25 g's.
We could get writing in 10 if we could go on 90 science but unhappieness problems prevent that. Lux has to be 20 to keep Ignoramus ticking.
No sight of D'nuts.
 

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turn 37 if it ever comes in

  1. MM Simpleton to work cow, wheat, wines, bg, bg
  2. MM Ignoramus to work FP wheat & BG
  3. New worker move west to road
  4. curraph W-SW
  5. Peapants E
  6. Ave Joe SW to mountain
  7. move Hairy (Dunderhead warrior) down road to Ignoramus....Barbs are near there
  8. settler (Wild Rower) S
  9. Igor S
  10. check happiness @ end of turn
  11. SCI as high as possible with out going broke
  12. screen-shots of Ave Joe with scores
  13. end turn, save, sent to the nuts, record in turn tracker
 
The turn is in if anyone wants it. It will be in the inbox.... To do is 2 posts up
 
Playing now
 
Whomp & I figured out what is going on over there. I'll post proof later tomorrow.......


EDIT::: I didn't see Bede's message before I posted this, sorry. We're trying to wait to see if Bede has played first.

EDITEDIT::: I played it and Whomp sent it.... If Bede sees this either stop playing or don't send it...
 
We need to adopt the SG method. Before you play, you need to post a "got it" here. If someone grabs it with out a got it, we have our ways of dealing with you. :whipped:

So Tubbs, if you could put in our "To Do" list:
Step 1: Post a "got it" in the Department of Turnplay thread.
Step 2: Get the game.
 
agreed and will follow it next time:blush:
 
Tubby Rower said:
Whomp & I figured out what is going on over there. I'll post proof later tomorrow.......
How long are you planning on keeping us in suspense? :crazyeye: :undecide:
 
Yeah that wasn't cool Tubs. What up wid dat? :lol:

OK here's the new fangled theory. TNT popped a settler and abandoned their capital. However they renamed their new capital 'Nana to trick everyone into thinking their capital stayed the same. The new capital merged a settler so the size looks the same as the old one. One of the reasons this seems feasible is Athens is at size 2 and #2 city but 'Nana is at size 4 but is #3. Curious.

You ask why? The reasoning I see behind this a more central capital. Logistics become a pretty huge deal when you have immortals and the distance becomes shorter to another team and easier to defend from the middle.

I'm not sure we need to share this theory just yet with anyone unless we are getting something in return.

Should we expand on this in a different thread? I can move it. Btw is anyone having fun yet?
 
I could see jumping the capitol, but this is pretty early in the game to do that. I could think of a lot of reasons why it would be less than poor headwork, especially playing C3C where you can't help your corrupt that much.

Got another theory? TNT might have Provo, but I don't think they are suicidal...yet.
 
Provo said:
I think the timer for activation of the trickery clause would be after diplomacy is initiated.
If two civs never met, this clause is void and irrelevant. Except for the case where city names changes to send messages to other civs. For example to a ship sailing by
Thanks to AK for asking what Provo meant and getting this answer.
TimBentley said:
It means it doesn't matter what you name and rename something if it is unseen.
With two player from TNT making these types of comments I'm not so sure Bugs. Think of the benefits of a map that is recognized as being balanced and symetrical. If the capital mores away from the coast it can be
*more productive shieldwise (ours has FPs and coast)
* it's more likely to be suprised attacked from the fog of water versus land. *It's much easier to defend and initiate acton from the middle. This way their slow moving immortals can move in all directions for coverage. In this game the capital will be anyone's main target on the attack.

I'm not saying it's the most logical but I think these are some reasons it makes sense. Maybe Geekmasterflash Tubaloution can expound.
 
Sorry about the delay of the proof but I needed to go to bed. :D

Here is what Whomp was saying.... Although I don't think that a settler was merged into Carpetbomb (TNT's new capital). Shelbyville was founded first and therfore would have precedent over a 4 pop Carpetbomb.

Where is the at least 7 tiles lost you ask? They are in the cultural expansion of the original capital that was lost after it was disbanded. Once we meet TNT, their culture should be lower than everyone else due to no doubling of the new palace's culture until it has been in place for 1000 years.

The lack of a severe drop in TNT's score is not indicative of a loss of a city, and also D'nuts are still giving MIA the cold shoulder even though they have no military techs other than BW. Everything fits and has an explanation. Not sure that it is a sound strategy but we will see in the coming turns :devil:
 
Very interesting and likely theory. Good job, you two! :goodjob:

One question, though. Their new capital is still close to their old one, right? Unless they settled their second city far from the capital, I don't see how it's worth it.
 
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