Turn Discussion Thread

Indeed there's no loss to bombarding well in advance. It makes it clear we intend to attack eventually, but less clear when the attack is coming.


That sounds like what we would want. I think they will be building nothing but units anyways. So might as well reduce that big Defense bonus they have.

Can we get another frigate or two going? I really do feel were short on them. Also I wanted to build a land spawnbuster unit for that northern spoke point so we could use the other frigate there. Unless we want to settle it which would also solve the Spawning issue as well.
 
Yes, that they are Spiritual, so no anarchy. But the spies can cause unrest, so we don't need to bombard the city first and they can't whip in the turn we attack.

Sigh. I knew I missed something completely obvious.
 
We 've the new turn 1120 AD.
"The stop fighting the brother" resolution succeeds Mav 48, Cav 21, we 1.
For the member, who don't lokk at the game
Military buildings in our towns and netto prod with dike in GA
Sir: B, S, 43 or 48 (Mine from AC)
Can: B, S, 46 + some from AC
Arc: B, S, HE (in few turns) 52/54
AC: B, S, 40
Vega: B, S, 56
Rigel: no, 40
Proc: B, 38/40
Betei: B, 28 (maximum with change from villages to coast)
All other towns are growing.

Please post to my prop about delay of Civic-change and the civic change itself.

We 've 4 EI and 1 frigate between us and the Mav isle, 4 EI ~ 16 units in the first jump, we can for the attack additional units waitig at the Mavs spore, so make 1 turn later a 2. jump with the same number of units, which we don't have and imo don't need.
 
I can't log to the game for a couple days, so i ask: this "stop the war against our brothers..." does not forces peace for 10 turns?
 
BTW, it should be a good idea to distribute the techs to the trade treaty members after we reserch them. Q was asking for Rifling when I connected(wich I gave). There's no way to disconnect without screwing up the server while there's a diplomacy window open(right?) and dismissing the window would make them wonder why we had canceled.
Amazon and OCZ still don't have it.

EDIT: Well, aparently CivStats managed to fix the database problem, altho it's still stuck on 1110AD.
 
All
You can allways leave the game with disconnect from the net.

But it's correct, we 've no reason not to distribute our techs, because we 've a pact.
 
How? There's no way to access the system menu and Civilopedia if the diplomacy window is open.

Also, I agree to honor the treaty if we're still in it but I didn't want to distribute the tech as I'm just a MP newb and was just logging in to get a new save.
 
I think Husch means disconnect yourself from the net, then when you get out of Civ it will not be saved online.

Edit: Techs distributed. Also I don't think Alcor will be chocked if we gift Mizar.
 
Wouldn't that mess up the game the same way as exiting to desktop?

No, there is good that you can avoid bad events, I've made it sometimes in the last DG. The system can't remember, it's the same with diplo, after disconnect, there is no new diplo, if you connect new. But for the other is no difference between this and decline

It's the same as if you get sometimes the message "disconnect back to main menue".
 
Blubmuz: You've asked what my plan is to win the game. If the diplomatic side of it is not now clear from the post I just made in the CDZ diplomacy discussion thread, then please let me know why not.

The plan overall then is to fight at a numbers advantage until there are only two teams remaining, then use our overall superior position to either win through conquest (though domination would trigger first) or, if the military effort stalls, through a space victory which, between our superior GNP and production, and some tricks I've yet to share on space-victory-espionage tactics is almost guaranteed to go our way.
 
Blubmuz: You've asked what my plan is to win the game. If the diplomatic side of it is not now clear from the post I just made in the CDZ diplomacy discussion thread, then please let me know why not.

The plan overall then is to fight at a numbers advantage until there are only two teams remaining, then use our overall superior position to either win through conquest (though domination would trigger first) or, if the military effort stalls, through a space victory which, between our superior GNP and production, and some tricks I've yet to share on space-victory-espionage tactics is almost guaranteed to go our way.

Where were you when I was asking about alternatives to Conquest/Domination victory? Most seemed convinced that Culture and Space to be impossible.
 
Where were you when I was asking about alternatives to Conquest/Domination victory? Most seemed convinced that Culture and Space to be impossible.

I remember that discussion happening, more than once in fact. I wouldn't have agreed that space is "impossible", but I might not have had anything to add. I think I probably did say that it was extremely rare that anyone wins a space victory who couldn't have won a domination victory first. For all that I mention space now, I still think domination/conquest is a more likely result regardless of whether it's us or someone else.

Culture is similarly unusual, although technically it did happen in my self-play game so I have to believe it can be done. Culture is a little different, because you don't need to dominate in economy and production to win culture. But we're nowhere near where we'd need to be for a culture run and it's not the time to start now. It's not really even the map for it either, just because of its small size.
 
*nods* I'm fine with not pursuing a Culture victory. I think it would be rather creative and ingenious and certainly pretty epic if we can pull off a VC other then Domination/Conquest.

What are the greatest threats to Space: Nukes, Spies and taking over the capital?
 
Back
Top Bottom