Turns 61-80

wait then our boat would be headed north. it should be headed west to not show the direction that we came from . So I amend my motion to head north 1 tile then east 1 tile. Then hopefully our coastal bridge between continents will be concealed.
 
Will play when it comes/if Rat hasn't grabbed it. I'm in the canadian east.

Going N then E is a good idea by me too since if they go S from their S tip, they see the bridge, but if they go W from their W tip, they'll see squat.

Booti, you may have some paperwork ahead.
 
Sorry for my cryptic ways Rat.

Here's the key thing to understand as a turnplayer when we do ingame diplo which is the "accept" and "send" keys. This is when we've structured a out of game deal.

Be careful when we are at war to not accept peace terms sometimes teams will do this as a trick so just exit out of that.

1. When the save is opened go to diplo screen. Click WC and CB and then Accept. This means we are not sending a proposal, but agree to give these techs. Then you click Send. End turn.

2. Now when it's Saber's turn to play, the first thing that pops is the diplo screen saying "Babe offers WC and CB". Just click Accept and then Exit. Saber has now said "Thank you very much, we accept that you don't want to have anything for WC and CB". Leave diplo screen. Then open it again and repeat the drill: Now you want to gift Math back so you click Math and then Accept followed by Send, just like previous turn. End turn.

3. When playing as BABE again you get the pop up saying Math is coming your way. Click Accept and exit.
 
1. When the save is opened go to diplo screen. Click WC and CB and then Accept. This means we are not sending a proposal, but accepting to just pass the techs over. Then you click Send. End turn.

2. Now when it's Saber's turn to play, the first thing that pops is the diplo screen saying "Team 2 offers WC and CB". Just click Accept and then Exit. Saber has now said "Thank you very much, we accept that you don't want to have anything for WC and CB". Leave diplo screen. Then open it again and repeat the drill: Now you want to gift Math back so you click Math and then Accept followed by Send, just like previous turn. End turn.

3. When playing as BABE again you get the pop up saying Math is coming your way. Click Accept and exit.
Just to show I can be as dense as fog...

In #1...would we be the ones sending or receiving WC and CB, or is this an acknowledment that they want to trade and we are going to "pass off" the whole idea?

In #2...who is Team 2 in this case? and the "don't want to have anything for WC and CB"...meaning we are sending the techs with nothing expected in exchange??? or are we refusing the trade?

Darn good thing I'm not your turnplayer. :blush:
 
Sorry Gram H. I edited Team 2 to Babe. We started this game as team 2.

First, on #1 we've assumed, in my example, that we've already agreed to a deal out of game.

So when we put in WC and CB, click "accept" and "exit". This means we've agreed, on good faith, they'll return their end of the bargain which was maths.

The other option in the ingame screen is to click "do not accept". This means we're willing to trade something but they need to put up a counteroffer and send it back to us the following turn. I doubt we'd ever use since most diplo would be out of game.

Interesting that we may meet Chamnix first again.
 
Btw we will soon have galleys, which just make for more expensive suiciders at this point. I think we should sneak in one or two curraghs before getting it, so that we have fodder for the tides.

I would also try my luck NW with #2, fortify around to see if there are any openings there. Not that it looks promising, it is just much closer.
 
so this means that we have to meet them next turn first and then our diplo tai chi masters will start to negotiate? once that is settled the trading will then be initiated the turn after that...according to step 1-3...am I right?

this would also mean that our negotiators know which techs we miss or possess. can the other team see which techs we have? can we see theirs?
 
They only see their side of the trade screen: they know everything they have over us, but nothing more.
 
The first meeting is usually pretty tenuous since neither team wants to give up too much info. We should decide what type of relationship we want to have with a Chamnix led team.

Also if we make it we'll be able to get a reasonable estimate of their strength through the military advisor so we should have someone monitoring this going forward.
 
Sneaking in Curraghs suggest we have production in abundance. Unfortunately this is not the case, every location is on a shoestring budget I'm afraid... ;) MM is due in two turns and no location can fix it for a reasonable price. Besides Galleys will be able to safely traverse the coastal tiles in the north and move three tiles per turn making survival trying to move for consecutive turns across ocean much safer so I am not really in agreement they just make suicide runs much more expensive.. So if lemming makes it I would still vote for the second Curragh to turn south and make a suicide dash from the southern tip of our lands not NW from it's current position.

EDIT: Leaving in 12 hrs... tick tock... :D
 
So far our ocean strips are 4 tiles wide, so 3 move points make no difference from 2, that's where the expense is at. Otherwise, 3 moves are much better, I agree. Let's just hope this little guy makes it across.

Don't we wish we were byz right now ! :crazyeye:
 
I was thinking about the idea you had to send ships out into the big blue yonder. Where 3 tiles per turn drastically raises the chance of surviving across when moving for more than one turn. Not the passage our current Curragh is trying. And the alternate crossing to the north that we have discovered is a three tiler so Galleys are safe. We waited with that until we actually have galleys.
 
Isn't there an article somewhere in the war academy about sinking ships?
http://forums.civfanatics.com/showthread.php?t=109955

Ginger Ale's conclusion
This appears to be quite simple:there are no other factors besides if you are Seafaring or not. If you are Seafaring, it's 75% of survival, regardless of difficulty level, terrain, ship, turns spent in water. If you are not Seafaring, it's 50%. It might not always been exactly 50% or 75% due to the random number generator, but I would always expect it to be within 15-20%.
Non-Seafaring-
Galley in Sea: % of survival in turn 1 (% of survival in turn 2)
First try: 60% (% that survived a second turn in sea: 50% (this one moved a tile))
Second: 58% (% that survived a second turn in sea: 48.2% (this one moved a tile))
Third: 44% (% that survived a second turn in sea: 54.54% (this one stayed in the same tile))
Averages: 54% for the first turn - 50.9% for the second turn
 
The first meeting is usually pretty tenuous since neither team wants to give up too much info. We should decide what type of relationship we want to have with a Chamnix led team.

What type of chap is Chamnix? I can whip up a draft fitting our style.
 
It's not so much Chamnix as it is their diplo guys - their roster is

gbno1fan
dutchfire
greekguy
lost_civantares
Nobody
GreyBeard
Calis
classical_hero
Chamnix
Elear
Cyc
Marsden
Bartleby
Donovan_Zoi
denyd
Churchill 25

... which leaves me clueless about who's diplo and who's turns, short of Chamnix, gbno1 and CH for turnplay.
 
What type of chap is Chamnix? I can whip up a draft fitting our style.
He's a good guy. An actuary by trade so it's no wonder he understands civ.
I'm thinking their diplo team will be one of these guys...Whomper pulls out his rolodex...

  • Classical Hero--A Aussie guy who started the CFC babe thread guy who likes classical music.
  • Nobody (the dude) He's a New Zealander so maybe something that includes the All Blacks Haka http://youtube.com/watch?v=bKa5NshwzRE

    Robi D can talk their talk. :D

  • Greekguy--who's not Greek. BCLG knows him and might have some insight.
  • or
  • Dutchfire--I think he's Dutch and does the diplomacy game.
  • gbno1fan--A Chicago guy.
 
If its CH then dont expect diplomacy to be very fast, i dont think it will be him he has hard enough time keeping up with the isdg. Maybe gg or gbno
 
one other thing is to see how long the techs will take to research before and after meeting the council. Please if you are unsure how to do this without actually changing the research path, just don't do it and I can check it this next turn and the turn after.

This should be able to tell us which techs they have that we don't.
 
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