Diplo for D'nut

Crossposted with Sir Bugsy....

Dang Bugs... you have envisioned a longer and more comprehensive campaign than most of us here... but one well worth considering.

If we can keep MIA out of this for another 10 turns... it's in the bag. I think I see your vision...or at least.. part of it..

There are a number of ways the TNT campaign can play out. Suffice it to say that their best tactical option is their worst strategic one... but in any event... all i need to do is keep a candle lit over there...

On the MIA front... a couple of pikes, trebs, and walls in our luxury towns...and we'll officially be "dug in like a tick in a hound dog's ear"....

...and we build our military to the point that we cannot sustain it any longer. Then we do the one thing human players would not expect...and the one thing a Religious Civ can do that no other team in the game can do...

We swap from Republic to Monarchy.... and go full-on into warmonger mode.

I like it.
 
Scout asked me to post some correspondence between him and Robi D that Scout forwarded to me via PM:

FW: LOVED the latest edition...

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Quote:
Originally Posted by scoutsout
...of the Doughnutian Gazette.

I had a nice chat with Tubby Rower and Nobody this evening, so I'll let Nobody fill you in on the diplo stuff.

Nobody let us know he wasn't too pleased with our little surprise that we sprang on TNT. Though we intended to to surprise TNT...we did not intend for that to be an upleasant surprise for your team.

I apologize for any inconveniences caused to your team... we really only meant to startle Dinsog out of hiding.

I promise to leave you guys something to sack.

Very best regards,
scoutsout

===================================================

Originally Posted by Robi D


Don't worry too much about Nobody's reaction, he can get fired up pretty easily, especially when its about TNT and war. Let's just say he wasn't the happiest person around when it came to signing a peace deal. From a more objective view i personally am not to fussed about the whole thing because, (A) We arn't really in the position for another war at the moment as we have been restructuring for a Republic and (B) I don't doubt for a second that MIA would have join into a war if we had lauched a coordinated attack on TNT. So in my view its better that we didn't know. Also to reassure you if MIA does join the war on TNT's side we will fulfil our obligations and join in the war immediately.

Glad you enjoyed the new edition of DG.

------------------------------------------------------------

Originally Posted by scoutsout
Ah yes... skirmishing. I seem to remember the tactic. Speed does, in fact, kill.




Quote:
Originally Posted by Robi D
Yes defensive/counter attacking wars are my specialty . Although i must say i was aided by TNT's unquestioning faith in their Immortals combined with their complete under estimation of our MW's. The RNG gods were also nice on a couple of occasions too.
 
About Nobby being grumpy, the military part of the treaty says zip about pre-warning. But, we should give them (some at least) info on what we meet in terms of TNT units and other "intelligence".
Article 1 Military

1.1 Peaceful relations are guaranteed between The Quick for the duration of this agreement.

1.2 If one of The Quick is in a war it is not required that the other alliance member join in. However, if a 2nd team joins the enemy of an alliance member (2 on 1) then we shall join forces (within 5 turns) together to fight both teams. With "join forces" we mean an in-game declaration of war on the enemies of the alliance

1.3 During the period of hostilities both parties would have a Right of Passage through the others territory. Any movement through each other's territory will be announced, including force composition, proposed path and ultimate destination. There would also be cooperation in military strategy.

1.4 The Quick must seek permission to enter each others land borders. Sea borders can be entered without permission, however naval units must continue their movement with each turn unless permission is requested and received.

1.5 Cooperation in the gathering of intelligence
 
I think should start sharing intel with the Donuts as much as possible.

Can we find out when their peace treaty is up?

Maybe talk them into the war as their treaty ends.
 
@Bugs: Back up a page and hit the "spoiler" button in Tubby's post. It's a transcript of a chat between Tubby and Nobody... which I joined in progress. Lots of good stuff in there if you have the time to read it.
 
Yeah, but no where in there does it say WHEN the treaty expires.

I love the reference to the Corleones. :D
 
I'm not sure I'd like Nuts to join. Better have them as a constant threat down south which would leave TNT in a horrible situation. If we can convince Nuts to deny TNT a renewed peace without them having to attack at all, then we could get the most land methinks. As said elswhere, MIA will prolly go over to get some soon.
 
Now this is an interesting little dispatch:

Kuningas said:
scoutsout said:
Did you get Feudalism as you should have last turn? I hope you and your teammates don't object to our little "Police Action" against TNT. :)

I PM'd Robi a little earlier. I believe we have an additional luxury to trade (Dyes). Have your diplomats contact our diplomats if that might help your research efforts.

Best regards,
scoutsout

We got Feudalism as was agreed. Thanks.
There is gems in jungle. Do you know the exact location? TNT has claimed 3 gems and left 1 for us. Raze the gems town, and we happily send you the gems.

Kuningas
President of the Independent Republic of Dougnutia
 
They prolly would build culture in that city. and give us one of the others for our dyes.
 
Kuningas better give us something better than just gems for razing that town. maybe a lump of gold as well for our war dead? how defendable is it? maybe we should keep it and gift them gems for the rest of the MA?
 
Daghdha said:
I'm not sure I'd like Nuts to join. Better have them as a constant threat down south which would leave TNT in a horrible situation. If we can convince Nuts to deny TNT a renewed peace without them having to attack at all, then we could get the most land methinks. As said elswhere, MIA will prolly go over to get some soon.

I don't think we will be able to keep Nuts from gobbling up what they want after their five turn peace is over. In fact, if we do enough damage quickly enough it wouldn't surprise me if they just wipe TNT out.

I would love to have some pikes over there soon. I don't want the blood-lust I imagine the Nuts will experience to make them 'frisky.' Let the MW face the prospect of cold, far-reaching steel.
 
That's why we need to start settling the northeast corner of that continent in about five turns or so. Remember Charis' 1st rule of Civ III: population is power. More cities=more pop=more power
 
Sir Bugsy said:
That's why we need to start settling the northeast corner of that continent in about five turns or so.
Dude, don't sell me short - ship chaining is LEGAL in this game, remember? :mischief:

"Amateurs study tactics. Professionals study logistics."
 
I will NEVER sell you short or doubt your abilities. The only thing that will surprise me is if you only pull a dozen rabbits out of your hat instead of two or three dozen.

I was just pointing it out to our teammates so they'll understand what we're doing.
 
Sir Bugsy said:
I was just pointing it out to our teammates so they'll understand what we're doing.

Here's a man who understands that not all idiots are created equal, some are more idiodic than others...
 
scoutsout said:
Dude, don't sell me short - ship chaining is LEGAL in this game,
Legal or not, I've never figured out how it's done. :confused:
 
ship chain-ing n. - the process of moving a ship full of units more tiles than 1 ship alone would be able to take them in one turn. This method of movement is cost intensive due to the number of ships needed to carry a small number of troops, but Units can literally be attacking on another continent the same turn that they were created.

Example..
3 units are loaded onto Caravel #1 inside a city
Caravel #1 moves it's full allotment of tiles
3 units are awakened and loaded into Caravel #2 that is on the exact same tile as Caravel #1
Caravel #2 moves its full allotment of tiles

......continue ad naseaum

Caravel #n moves to city on other side of the ocean
3 units are awakened and able to move their full allotment of tiles on the new continent
 
Thanks, Tubs! That's the clearest explanation I've seen.:goodjob: So, since we don't yet have a city on the other side, there will be one extra turn needed until we get a settler over there.
 
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