Diplo for D'nut

Does anyone feel bad that we're the beneficiaries of Doughnut treachery?

Me neither.

That being said, whether we play agreements loose or not I think we can count on Nutters to opt for situational ethics. But we do need to stay above board until we feel shafted.

And one last time, before we ink a deal w/ Nutters, does anyone want to team up w/ the honorable MIA to dunk the Doughnuts if we can land on even footing once justice prevails?

Ya, me neither. At this point it would just be too much work and I'm a lazy idiot. However, I do regret what will almost assuredly be bad blood for some time to come.
 
BTW, since we didn't send MT to the Nutters that pushes back their cav upgrades and subsequent crushing of Nana.

@Bede, Very nice moves w/ the variable boat chain.
 
I sent a note to Robi. A little more personal this time.

It seems we've got some action.
The research works for me and dl123654 is being told to stand down.
We may want to ask Donut if they'd like us to send a message to MIA regarding the galleon and it would be recommended, in this new world order, to avoid provocation. Any war should be when we decide it's time for war.
Me said:
Rob,
We seem to have lost contact on with the gems, agreement, tech situation, 'Nana etc.
We also have MIA all over us trying to make a big deal out of astro. They're probably not to happy with my conversation I'm sure.

Is there someone I should be talking to on your team?
I'd like to cement our deals together.
Thanks.
Bernie
Robi D said:
Whats the big deal with astro

Anyway dl123654 has just taken over as turnplayer so he was not sure about some of the details. Me and 'cane have been filling him in so the situation will be corrected in line with the 2nd protocols agreement. Sorry for any misunderstanding, dl just needs a turn or two to settle in.
Thanks again
Robi D


Killercane said:
DL made a mistake in not sending gems accepted. Are you gifting us dyes as well this turn?

MIA has a galleon off our coast for some reason. We have dispatched cavs so as not to give them any ideas.

As far as our agreement, we agree to the land deal. I dont know what DL is doing and he knows about the land deal, I told him to right things. It is kind of pissing me off.

What about this tech agreement?
TEAM 1 TEAM 2
Nat SP
Med Ele
Ind RP
Cor SM
Ref AT
St Ele
Com

Total for both teams 21600 beakers

Of course there would be no holding Sci Method up or anything in case either team wanted to complete their prebuild. Which one do you want?

Casey
 
I can play if the save comes during the day. I have a laptop with civ on it at work, but at home I can't promise that I'll have time to play. If it comes to me I'll make sure that the dyes are gifted and accepted. dlabunchofnumbers shouldn't have been able to move the settler last turn since he had it on auto-move. So it is likely still on the gold hill.

I also didn't see any mention of DB in Killer's PM. I would be fine with them rushing a settler or two out of it before gifting it since they were the ones that took it. And they need to populate their part of the continent. OB with MIA should be cut off so that they can't reinforce that city in the jungle.

btw, when can we trade maps?
 
That's fine Tubs. I can play the evening saves.

As far as research path I like the Team 2 Path.
TEAM 1
Nationalism-- Rifles/drafting
Medicine
Industrialism-- factories
Corporation
Refining-- reveals oil
Steel
Combustion--transports and destroyers

TEAM 2
Steam Power— reveals coal and rails
Electricity-
Replacable Parts-- reveals, rubber, arty, infantry and faster workers
Sci Meth --ToE
Atomic Theory
Electronics --Hoovers

Total for both teams 21600 beakers
 
Whomp said:
That's fine Tubs. I can play the evening saves.

As far as research path I like the Team 2 Path.
me too . It will also allow us to slack off if we get ToE :p
 
Tubby Rower said:
me too . It will also allow us to slack off if we get ToE :p


If MIA have such a large tech lead and they've just entered a GA is there not a fairly high chance they could be beelining for this?
 
Tubby Rower said:
me too . It will also allow us to slack off if we get ToE :p
Seems fair to me. IIRC, we self-researched the techs we've given Dnuts, while they traded with MIA for at least some of the techs they gave us. It ought to be our turn to relax just a bit. :mischief:
 
This just in from dlpileof#'s
Is it ok to send a map for land division? Astro?
dl123654 said:
Hey Whomp and KISS

Sorry for the amount of time it has taken to send this message and I hope you can get it to your turnplayer before they move.

Gems have been sent (I think, this my first multiplayer game), I'm hoping that you will send Dyes even know I have not seen any talk of them

Dancing Bananas will be handed over next turn (Turn 165)

Because of a mistake on my part the Settler will be withdrawn next turn (Turn 165) however I haven't been given an official word on what the land agreement is.

I made a proposed tech arrangement and posted it in our forums but no one has responded to it, I'm going to pass it along to you guys but again nothing offical or binding here, we can take either position and both sides are for the most part independent (after Ele):
Code:
TEAM 1   TEAM 2
Nat      SP
Med      Ele
Ind      RP
Cor      SM
Ref      AT
St       Ele
Com

Total for both teams 21600 beakers
Feel free to change this agreement if you see a better solution.

The last three techs would be arranged when we get to them.

We will be in the Industrial Age in 2 turn (Turn 166) so we have to get this moving. One other part that I propose is we give you the 4 techs to get to the Industrial Age on the turn we get there, to keep the illusion of neutrally, but if you feel you need them (-Mag) next turn you can have them.

And finally speaking of MIA, they are making me nervous and have a boat off our coast, most likely nothing but I still thought you guys should know.

dl123654
Current Doughnut Turnplayer
 
What is this allusion of Neutrallity? I don't think that anyone seriously doubts that we are working together :rolleyes:

EDIT:: I think that they need to gift us to where they are now. I'm tired of this *****-footing around. Give us our techs!!!
 
We could also tell them to send them one at a time. How many turns since we received astro? We could explain mag as a 4 turn research.
 
since they are getting into the IA in 2 turns, they should give us the prerequisites for the final techs of the MA this turn (physiscs, astro, banking), then give us the last 2 techs the turn the get into the IA.

It'll also give us extra time to upgrade a galley or 2 for coastal scouting, and plan prebuilds for privateers (my prefered pbem attack vessel) or frigates.
 
Whomp said:
We could also tell them to send them one at a time. How many turns since we received astro? We could explain mag as a 4 turn research.
Maybe we ought to shift from covert to overt in our relationship with Donuts? Show them that we are exchanging techs openly, give Donuts a town within 1 Turn movement of our coast (for reinforcements if necessary), exchange RoP's, have some Donut units running around at the MIA border to the S, and our units screwing about thier jungle city, that kind of stuff. Let it be clear to them that they are on the wrong side of the 1v2
 
grahamiam said:
Maybe we ought to shift from covert to overt in our relationship with Donuts? Show them that we are exchanging techs openly, give Donuts a town within 1 Turn movement of our coast (for reinforcements if necessary), exchange RoP's, have some Donut units running around at the MIA border to the S, and our units screwing about thier jungle city, that kind of stuff. Let it be clear to them that they are on the wrong side of the 1v2
I think that's the right way to do it Gman.
Why hide? I'd like to send Gman's suggestion to Donut. Thoughts?

BTW Can you take turns again? It's not that I'm trying to avoid taking turns but I'd rather they're in your more capable hands.
 
No where in the agreement do I see espionage. Spying will be the key to getting back in the tech race. If we are both spying and stealing techs from MIA, we might catch up quicker.

Recommend we amend the agreement for the IA to include our spymasters, how we will share and finance steals, and what if one of use gets ToE.

Edit - I agree with G-man's Overt Principle.
 
OK here it is. What do you think?
dl123654 said:
Whomp said:
Hi dl,

I think we'd like to go route 2. Either is fine.

What would you guys think of overt in versus covert regarding our relationship? Show MIA that we are exchanging techs amongst other things openly. This may stop their sabre rattling towards you.

We'd also like to give you a city on our continent for 1turn movement from coast to coast (for reinforcements if necessary), exchange RoP's, have some of your units running around at the MIA border to our south and our units screwing about the MIA jungle city Let it be clear to them that they are on the wrong side of the 1v2.

On the map can we send you a picture yet? Is that astro?

Whomper

Map trading is Navigation (can't trade maps)

Sent you guys Physics and Banking (Wanted to send you all 4 but couldn't, the other 2 will come next turn, sorry for the inconvences, someday I will learn how this PBEM diplomacy works)

Since you expressed intrest in route 2 and we have not heard any other arrangement we have started Nationalism, please start SP on turn 167

As for your gift of a city, no one has disagreed with it (no one agreed to it either but I dought there will be any disagreement)

As for hammering out the wording, found this treaty collecting dust in our forums, made some wording changes:

Extension of the Simpson Protocol

Within this treaty teams KISS and Doughnuts will be known as The Quick, while team MIA will be known as The Dead

Land Division
Draw a line from Dynopolis to the coast on a NW axis thru Dancing Banana and also SE axis to the coast.

Military

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

- If either party initiates a war of aggression against the Dead, the other party is not obliged to enter. However, if a member of the Dead attacks either party of this agreement, the second party shall declare war within five turns and be engaged for the duration.

After such time that all three parties are involved in the conflict, peace negotiations shall require the agreement of both parties of the Quick. With "join forces" we mean an in-game declaration of war on the enemies of the alliance . There would also be cooperation in military strategy.

-During the period of of this treaty 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. 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.

-Cooperation in the gathering of intelligence


Technology and Trading

-Cooperation in the advancement of technological research. By researching different technologies at the same time we can double the efficiency of our research.

-Technologies that are researched during this period may be exchanged with MIA as long as both parties consent to this. Any technology gained in return would be shared by both parties.

-Trade in luxuries and resources can be negotiated on an individual basis.

-Neither of The Quick may enter an agreement with The Dead that would adversely effect any of the conditions of this agreement.

-Technologies will be researched as such to maintain an equality of trade value based on the agreement as follows:
Code:
Doughnut   KISS
Nat        SP
Med        Ele
Ind        RP
Cor        SM
Ref        AT
St         Ele
Com

Total for both teams 21600 beakers
The last 3 techs Fli, MP and MT can also be jointly researched however they will be determined at a later date, likewise any non required techs up to this point can also be discussed.

Termination of the treaty

-The start of the modern age.

-Any amendments to the treaty must be agreed to by both parties for it to take effect.

-If one of The Quick feels wronged by the other in reference to this agreement, and the wrong doing is confirmed by administrators, they are free to declare a one-sided termination of the agreement. This can apply to various parts, or the whole agreement.

If you have any changes you would like to make feel free, I would not like to make this public (let MIA know) until this is all ironed out.

dl123654
Current Team Doughnut Turnplayer and Acting Foreign Advisor
 
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