grahamiam
In debt to Mr. Geisel
well, if we can outresearch them in the IA, then we'll reach nukes 1st as well. imho, they'd be crazy to sign an alliance if tech sharing was not included.
yep. I'll agree to that.funny skeleton playing a mandalin said:So what I hear is we tell D'nuts to turn down any MIA offer and stick to our current deal while we hope for MIA to fail in the search for a new best friend.
killercane said:G Man
I dont see the save in our inbox for MTDG turn 140. Could you resend?
Casey
grahamiam said:crap, I'm sorry. I can't send it till I get home since, looking at the "sent" folder in our gmail account, I don't see the save as being sent.
killercane said:No worries. We might have to wait a bit on sending astro + banking to you until metallurgy, MIA has both of them.
Whomp said:Here's what's left of the tech tree...
My thinking is MIA has to make a choice. Research 3240 beakers (gunpowder and chem) on their own
or
The alternative is to tell MIA that you can give powder and chem for 3240 beakers in exchange for astro and banking 3240 beakers.
If MIA has already researched banking then they can either turn off research till Donut researches chem (which Donut wouldn't have to do :mischief) and share the cash saved between Donut and MIA (50/50 or 60/40 to MIA's benefit to get it done?). This means you both would be saving cash while K.I.S.S. finishes chem (of course we would share in the booty). You could say it will take X turns for chem and we would deliver on that turn. K.I.S.S. then starts on metal which once again you could run cash while we finish metal (again sharing the booty with us).
Straight up deal no strings attached and no hands tied. If you can tell them you'll research metal (while we hard burn for MT) while they head to physics,. Straight up trade. Our peace ends turn 165. That's 25 more turns so if you wanted to make it 35 turns I see no problem with that.
Gunpowder monopoly cost = 1440
Astronomy monopoly cost = 1680.
Banking monopoly cost = 1560
Chemistry monopoly beaker cost = 1800
Physics monopoly beaker cost = 1920
Metallurgy (monopoly beaker Cost = 1920
ToG ? Mag ? MT ? (someone with civassist II please help me here)
scoutsout said:I'm about to go to work... but I caught two things in here that are of interest. First, I see that someone on MIA has an understanding of Time Value of Money. I might have to bring my HP12C home from work to find out what their Internal Rate of Return is.
Second... I think I see a potential weakness... but we'll have to work together carefully to exploit it.
Robi D said:<sent to whomp and scoutsout>
I have tryed my best to steer MIA towards the top half and while i have been close to succeeding it has not been fully successful, this is what they have offered.
Article 1 – Doughnuts and MIA hereby agree to a sweeping nonaggression treaty.
1.1 Neither side will attack the other's units or end their turn inside the others borders without express permission.
1.2 This nonaggression treaty will last a minimum of 35 turns.
1.3 It can be cancelled anytime after the 35th turn by 10 turns written notice to the other team.
Article 2 – Doughnuts and MIA hereby agree to cooperate on researching technology.
2.1 The Doughnuts will immediately provide the secret of Gunpowder to MIA, and MIA will reciprocate with the knowledge of either Banking or with Astronomy.
2.2 If team Doughnut chooses to receive Astronomy, they will also pay MIA an additional 100 gold. (Gunpowder monopoly cost = 1440. Astronomy monopoly cost = 1680. Banking monopoly cost = 1560)
2.3 Upon receiving Gunpowder, MIA will immediately being researching at top speed to learn the secret of Chemistry (Monopoly beaker cost = 1800). Immediately upon leaning this technology, MIA will make it available to team Doughnut for 40% the value in gold = 720 gold.
2.4 Doughnuts may pay MIA for Chemistry with
a) one lump sum of 720 gold, or
b) 10 equal payments of 75 gold and Gems for 20 turns, or
c) 20 equal payments of 40 gold and Gems for 20 turns.
2.5 Once MIA has completed Chemistry, they will immediately begin work on Physics (monopoly beaker cost = 1920). Dnuts will begin work on Metallurgy (monopoly beaker Cost = 1920). As soon as these techs are done, they will be traded straight across.
2.6 MIA and Doughnuts hereby agree to not trade, sell, or gift any technology received from the other team to team KISS without the express permission of the other team.
2.7 MIA and Doughnuts hereby agree that even after the final tech trade specified in this agreement is completed, they will give first preference to the other team in future tech proposals, at least for the rest of the Middle Ages.
2.8 MIA and Doughnuts hereby agree that there will be a 10 turn period after the treaty has been dissolved before any of these technologies can be passed onto KISS.
Looking forward to hearing from you and to many years of peace and cooperation!
On #1--I have no problem with mano a mano deal except the land part. Share techs etc but I would say we end the deal once MIA is dead.Skeletor with a banjo said:1. Have we agreed on going for conquest/dom?
2. What part in the Nut and Bolt treaty states that Nutters cannot trade with MIA?
3. Are the previous statements about how impossible it is to win a two front war wrong?
So let them. If they choose wisely, they pick us. If they don't they're dead.Due to geography D'Nut really is in the driver's seat. They can choose their partner for the remainder of the game.
I'm not sure I understand the logic behind that statement. The driver's seat will be determined on treaties and alliances. If we have more land than the other two, it will make us a greater economic power. More land=> more cities=> more population=> more power, more cashflow, more research, more unit support. Charis' Law always holds true in Civ III.jb1964 said:Due to geography D'Nut really is in the driver's seat. They can choose their partner for the remainder of the game.
The logik is irrefutable.Sir Bugsy said:I'm not sure I understand the logic behind that statement. The driver's seat will be determined on treaties and alliances. If we have more land than the other two, it will make us a greater economic power. More land=> more cities=> more population=> more power, more cashflow, more research, more unit support. Charis' Law always holds true in Civ III.
Robi D said:<sent to whomp and scoutsout>
I have tryed my best to steer MIA towards the top half and while i have been close to succeeding it has not been fully successful, this is what they have offered.
Mr. thanking Meleet for beer said:Hey Rob,
Their deal looks like highway robbery.
As far as MIA goes I don't think their in the position to bargain a hard deal.
I had a conversation with Killercane last night and he suggested that we slow our chem research.
He said he did not want them to give chem in the deal. What do you think? Any other ways to work this out?
My thinking is MIA has to make a choice.
Either research the 3240 beakers (gunpowder and chem) on their own. They have no alternative but to head down this path for physics and we know it.
or
The alternative is to tell MIA that you can give powder and chem for 3240 beakers in exchange for astro and banking 3240 beakers. Straight up deal. No strings attached and no hands tied.
If MIA has already researched banking then they can either turn off research till Donut researches chem (which we would be doing for you) and share all the cash saved between Donut and MIA say50/50 (or 60/40 to MIA's benefit to get the deal done?). You could say it will take "X" turns for chem and we would deliver on that turn. K.I.S.S. meanwhile we would already be researching metal.
The only thing that would be a concern is if they investigate the capital to see how fast your researching.
Here are the tech costs...
Gunpowder monopoly cost = 1440
Astronomy monopoly cost = 1680.
Banking monopoly cost = 1560
Chemistry monopoly beaker cost = 1800
Physics monopoly beaker cost = 1920
Metallurgy (monopoly beaker Cost = 1920
ToG ? Mag ? MT ?