Pre-turn discussion

I dont believe we should offer anything in exchange for peace except maybe a small sum of gold simply because we have not really lost anything major except a few units, are 'stack' is also closer to their homeland than they are to ours.
 
BCLG100 said:
I dont believe we should offer anything in exchange for peace except maybe a small sum of gold simply because we have not really lost anything major except a few units, are 'stack' is also closer to their homeland than they are to ours.

I agree. I wasn't planning on trying to bribe the Iroqi with currency. I was planning to put that on the table and ask for something in return, besides peace, hopefully another tech. I think we should also offer to return the Iroqi women. I plan to ask for the 25 gold from the village they plundered just before the battle of Banana Plains. I also plan to continue our demand for a token tribute, say 1 gpt. I also want them to consent to my use of the title Grand Vizeer of the Ironic and Iroqi Peoples. :king: If they look at the deal as a whole and offer us a cheap tech for currency the trade would be equitable and they may go for it. We should also continue our stance that the treaty is for 20 turns only and will have to be renegotiated. Of course we should suggest from the start ways to ensure the peace continues beyond the initial treaty. That was a big sticking point with them last time we talked peace.
 
Our Golden Age ended (which means the Iroqi's has as well).
Our galley in the east is gone so the barbarian galley must have killed it.
We have a new settler from Dynopolis.
There are no Iroqi in sight.
KISS is now a republic and they do not need any techs we have.
The Iroqi still need currency.

Here's the F11 screen:



Here's the science adsvisor screen. Instead of having construction next turn it is now two turns away. If we sign the Greek deal we'll still need map making and code of laws to reach the middle ages. We will get a free tech. When someone reached the middle ages that will unleash barbarina hordes and there is an Anasazi camp near Fort Carbonperoxides.

 
The uprising has begun:3! What do we do about it?



We can set research at 90% (with a 1 gpt deficit)and get Chivalry in 17 turns, engineering in 19 or theology in 21.

We can set research at 80% (with a 6 gpt surplus) and get chivalry in 19 turns, engineering in 22 or theology in 24.
 
About the uprising, we should gather some troops together, say around 3 or so horses in the region. then we should send them together to take out the barb camp.

about the science rate, i think we should keep our science high, so 90% sounds good to me.
 
Put science as 80 the extra gold will come in handy while a couple of extra turns to revise something will hardly hurt us majorley. there isnt much we can do about the barbarians as the jungle will give them defensive bonuses, fortify a couple of units in each city with a horseman and then when they atack beat them down and send out the horse for any injured.
 
We have to sue for peace, we don't want to lose a city. We should send a peace treaty to them in the game, and send them some nice diplo saying we would like to sign peace now.
 
Put every unit around there into the city, theres no point in trying to attack, we'll just lose especially seeing how its in jungle. but we need peace badly now.

if we still have the city more the pikeman that will be built down from fort incendiary

also what units do we have in dynopolis? predominantly military should be moving them down to cover fort incendiary at least because even if we lose that other city having that many units in one city may worry the iroqi that we have a very large force.
 
Dynopolis has three pikes, two spears and a settler. Another pike is adjacent to Dynopolis.

I think sueing for peace is the best course. If the Iroqi do not want peace we cannot afford to let the city fall into their hands. We can always use the Cruller Strategy and abandon Fort Carbonperoxides then make a stand with our pikes at Fort Incendiary.
 
Move the pikes down to fort incendiary and move the pike built there to carbonperoxides. All this while trying to sue for peace and yes we will have to abandon the city before we let it fall into Iroqi hands, however we have an extra turn maybe 2 before we have to do that.
 
Here's the bad news. Four mounted warriors are threathening Semtex and Carpetbomb.



Here's the south. Five mounted warriors are threatening Fort Incendiary. Will post more in the Iroqi warplanning thread.

tnt95b4s2pm.jpg
 
The Iroqi autorazed Fort Carbonperoxides and just plain burned Carpetbomb to the ground. As a result practically all of our cities are in civil disorder. (I expected to lose FC but forgot it supplied one of our luxuries. :( ) Here's the picture of the north:



And here's the south:



Here's my take: I say we reject their peace offer and take out the three MWs in the north. One might survive and we might lose Grendopolis but we'll rebuild it. We send our southern horsemen to attack whatever is left in the old FC city site. We sould be able to put all six of our jungle pikemen together with the horse. That settler is there, too. I say we march that stack down and settle by the southern incense as planned. We can up the lux rate to 20% to compensate for the loss of the gems. We have a worker that can move onto a fur tile this turn and found a colony next turn. We can switch Dancing Banana to a settler which would be ready next turn. Assuming we eliminate the northern MWs this settler can refound Carpetbomb (which, by the way, I just realized was our ivory supply :( ). We'll have to let Carpetbomb regrow (using the irrigated wheat) so it can make a settler and replace FC. In the mean time all other cities build military.
 
donsig is there anyways of moving that horsemen onto the gems and tell us what is there or do you have to play a complete turn before commenting?
 
BCLG100 said:
donsig is there anyways of moving that horsemen onto the gems and tell us what is there or do you have to play a complete turn before commenting?

I could move the horseman without doing the turn but then when I go to play the turn I have to make that same move. We can't move a unit to get info and then go back and do something else with it. We could move the pike down next to where FC was to see what's there and then our horse would still be free to do it's full move. Either way if we move something and take a screenie then we must live with that move. I can do such a move in a couple hours if you still think it's advisable.
 
well imo the horsemen will be moving along the road either way as its pretty much the way to go to either go to the incense or kill the MW's
 
i don't think we should risk building a city by the incense, as teh Iroqi might destroy it. instead, we should send our 6 jungle pikes and settler, to where Fort C. used to be. we should then rebuild on the spot. the horse we have in the jungle should attack the MW on the mountain.

in the north, we should attack all the MW's in the area with everything we've got. we can't let them survive another turn, or else Grenadopolis is toast. we should focus mostly on killing the MW up there with 2 hp, as it is closest to Grenadopolis.
 
Just settle the settler 1 turn down from the gems on the road, that way a chance border might encompase the incense, also with that amount of pikemen we wont lose the city, also we wont have broken terms of the treaty as we wont have finished signing it yet.
 
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