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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:31
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TURN 310 AD
I've been meaning to move us toward the ISDG way of setting up the turn threads, but...
New Format for GS' Lately Developed Style:
[Major headers to be shifted in order according to their importance on a given turn; intent is to cover the high notes.]
THE NORTH
Prep for an attack, tbd, on Bob. This means getting ALL (sorry for the past turn's mistake) of the 8 Galleys ready at Beta4. If memory serves, we should be capable of loading appr. 12 Knights and 4 Pikes. BTW, this means transit without an empty Galley for defensive cover.
The Galleys will be in position to move to one of two tiles on the following turn: 1) directly to a mountain landing threatening YK, or 2) the central northern sea (?ocean?) tile that provides access to both the YK mountain and a eastern hills attack on ND. This can be decided later, but plays into our politicking.
Note: An alternative would be to prep slowmovers for an attack on northern Bob, and move all fastmovers to the south. I am against this for a number of reasons, chief being our transportation constraint in the south.
THE SOUTH
More Galleys. A MM-master's plan for Galley transit of fastmovers and other units to Bob. Some MM re building.
10-12 Knights to Alamo 63.
The ND Galleys: I may be crazy, but I think it's a feint... no way they'd have 6 AWs tied up that long. I say risk it, and focus on transitting units from Stormia to Bob... maintain coastal forces to deal with it if I'm wrong.
Empty Sirocco to draw in the enemy... OH, HUMANS!! 
ALLIES
F*ck, I don;t know how to respond to the idea of RP pulling an Alamo at Pamplona ( ). Ideas?
DIPLOMACY
I have floated an idea in the GoW thread: RP to North Stormia, GoW and GS take down ND, and then follow with a joint attack on Lego. Don't know the denoument. Ideas?
ECONOMY AND SCIENCE
Someone needs to take a look at MMing Stormia.
Also, I am very uncomfortable just not researching... Ideas?
____________
As Neo said on the rooftop:
HELP??!!
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:31
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I will open the save after work. Of course, the first question that needs answering is that of the city gifting/unit teleportation, right? That's big.
That aside, yeah, I can list city improvement build changes that I think would be good. Some of the coastal cities (1 or 2) should build galleys, and many of the interior cities should build libraries/unis/aqueducts, with our FP city continuing to build knights for now. I'll get your a more exact list when I get home.
3 galleys + RP's galley... probably enough to sink them (though it has always been my experience that it's better to be on defense in galley v. galley battles. I have no sound basis for that, though, so I will grit my teeth and ignore it).
RE: RP to N. Stormia, destruction of ND & Lego... Interesting. Very interesting. ESPECIALLY considering the situation in and around Pamplona. It cannot hold. Even with teleported reinforcements, it might not hold.
Have we consulted RP? Do we get the sense they would go for it? I don't want to try and ram this down their throat out of the blue. Convincing them is one thing. Presenting them with an almost-done-deal is another.
If we *do* move them up there, then the FP move to Elipolis would obviously be cancelled. Our current FP city (is it Arashi? I forget) can build improvements too.
GoW gets the vast majority of Bob under this arrangement, I assume. We could lobby for a coastal town or two for luxury access, provided we agree to share that lux w/GoW (or somehow build cities such that GoW and we split the supply). And then we claim as much as we can of Legoland and pray to the RNG that we get a leader for a palace move.... or we hope that the general death, destruction and mayhem allows our Stormian cities to out-build GoW to victory somehow. I dunno.
-Arrian
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:31
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Re: improvements on Stormia: not too soon... so far, we have only wandered around on Bob, without doing any damage. If we know shift towards civilian production, we would have gained nothing, only spent a bunch. No... our superious production is going to shine, so build units, and tear up the continent...
ND Galleys: they don't need to have them filled with Ansars from the start, these coud easily have boarded on their way towards us. If we can, bombard them with cats, they are still confined to the coast.
RP city teleporting: if they don't lose too much production, do it. Any bit might help. If we can send in some relief towards P, do that as well (sorry, haven't seen screenshots in ages, don't know if it's possible). If they attack, they are certain to leave some wounded units behind, units that we can clean up after them. That's easier then going for fortified cities...
Deal with GoW: don't let any negotiations hamper the invasion, they have stalled us before. If possible, I prefer to land out of reach of ND... we might already have Lego to worry about.
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:31
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I don't know about the jump either....
if they did gift us those cities, would there be any lRP cities left besides pamplona?
That would be a quick way to end their game (or alternatively get them off of bob, a step in getting GoW to invade ND + we didnt betray RP then)
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Cort Haus
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London
Apr 2002 time: 05:31
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I think that Tornado, Blizzard and Sufa should order/switch to galleys for completion in two, four and five turns respectively for an east coast patrol.
Lego's Power is rising sharply on the F8 - possibly musket upgrades but could be new units. They might be replacing units that they've put on Bob to protect GoW from us (according to Arnelos).
As opinion is divided on units/improvements, perhaps we should look at phasing in the most commercially productive cities for libs/unis, keeping the rest for military.
How about we build Unis in Hurricane and Tempest (two of the four big commerce-cities) and let Eye and Arashi stay on Knights for a bit then a library in Arashi? On the sixers, Monsoon would be a good candidate for a library, but I guess it's needed for galleys. The small inland cities are less commercially exciting than coastal ones, and it doesn't seem so worth doing libraries there as Uni's in the strong cities.
I think that Hurricane should definitely build a Uni - it's a waste of the Colossus otherwise.
I reckon the three ND ships (2 regs) at Fort-Liberation 2-2-2-2-6 are empty and for bopping our supply lines, so we should bop one of them now with our one, get RP to hit another and maybe move a Pike to the coast to keep an eye after we lose our ship. Taking their hitpoints is valuable to us as they can't repair. I see two cats nearby - maybe they could help.
RP Pike Teleports? - hang on, let me take a course in ethics before I comment. If its 'bang out of order' then I'm a bit concerned, but then didn't we just get attacked by our own catapults twice in one turn? Can we pretend that we're just, er, helping GoW fulfil their contract?
Would it be crazy to move the twelve knights to join our scratched Pike on the Mountain Pamp-22? I should check RP's screenies to see what else the enemy has around first, but it would make it harder for them to take and hold Pamp.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:31
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exploit: I agree with Cort Haus, it's not the first time we do it, and we've seen other things happening as well. Further, it means RP is losing production in those cities, it does come at a cost.
Palace jump towards Bob: the only sane way of doing it is using a leader, we can't disband EotS and be done... it would most likely jump to another of Stormia's cities... So that one is not really an option right now.
OPD, I think you weren't involved enough in the first part of the game to really feel the same as I do towards GoW: They cannot be trusted. I rather take my chances with RP, knowing they're a pain in the ass to bring back to the living, then ally with GoW, knowing their word is worth nothing. They crossed us 6 or 7 times before, and are willing to backstab ND just for the fun of it. That's not a good basis to start negotiations on, certainly not if we would drop RP, which we promised to help.
cats close to ND galleys: if they aren't already, move some towards them, or let RP do it!
DeepO
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:31
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The knights are due to join our pikemen, yes. That's the plan.
Problem is that if Pamp falls, those knights cannot be in position to take it back for another turn. By then they can heal/reinforce or decide to abandon it if they choose.
I do not believe we've been hit by cats twice in one turn. What gave you that idea? I could have missed something, so let me know!
I like your idea of a compromise on city build orders. EotS & Hurrican on Unis, possible one or two other cities on other improvements (Dissville on aqueduct, for example). Arashi, on the other hand, is different. The plan for a while has been to prebuild a new forbidden palace up in Elipolis, and then build down/abandon Arashi & rebuild it. As such, we've avoided building much in the way of improvements there. However, if we're leaning toward accepting the idea of moving RP to the north, then Arashi stays put and we should build a library there. For now, however, I think it stays on knight production.
-Arrian
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OPD
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Birmingham UK
Jun 2002 time: 05:31
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quote: Originally posted by DeepO
OPD, I think you weren't involved enough in the first part of the game to really feel the same as I do towards GoW: They cannot be trusted. I rather take my chances with RP, knowing they're a pain in the ass to bring back to the living, then ally with GoW, knowing their word is worth nothing. They crossed us 6 or 7 times before, and are willing to backstab ND just for the fun of it. That's not a good basis to start negotiations on, certainly not if we would drop RP, which we promised to help.
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yeah your right about that, I think I do trust GoW alot. If there were to be a deal with GoW it would be better for it to be in such a way as to not have a double cross be beneficial to them. Whether that is possible I don't know, but simply getting them to do most of the work in an attack on ND would make us alot better off than we are now.
Mill/Civillian production is a tough choice, I'd go for at least some universities if research is to be started soon.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:31
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City Build orders first:
Sufa: worker. It is size 6, maxxed out. Build worker, then aqueduct. Worker then builds back in to jumpstart growth.
Typhoon: galley (switch from horseman), due next turn.
Cyclone: worker, then library or pikeman.
Tornado: marketplace
Bolderburg: building harbor, leave it.
EotS & Hurricane: Universities.
O. Gale: switch to galley (from horse) due next turn.
Whirlwind: leave on galley.
Tempest: leave on knight, uni next?
Arashi: leave on knight.
Sandstorm: library or pikeman, I don't really care.
Blizzard: harbor
Santa Ana: tough call. Either a cat, pike, or start on a courthouse. Again, player's discretion.
Monsoon: galley
Dissidentville: switch to aqueduct
Inchoff: courthouse (leave it)
Winds of change: spearman (hmm, odd it didn't switch over. Leave it). However, move the citizen allocation so that the citizens are working the tiles 7, 1 and 1,2 of the city. Same overall production, but frees up better tiles for Inchon, which will grow next turn.
Inchon: spearman (leave it).
Cities north of the neck: whatever. Leave them.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:31
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Next, unit upgrades:
1) horseman in O. Gale, 80gold.
2) horseman in Sufa, 80 gold.
29 gold left.
Lastly, unit moves:
1) 11 knights from Barcelona 4441 to Alamo 63 (2 tiles north).
2) All foot units on Barcelona 4441 to Alamno 333 (one tile north).
3) All foot units within range of Barcelona 4441 but not there, move there and fortify, with the exception of the catapult on Barcelona 4 and his vet pike escort.
4) Pike/cat team mentioned in #3 move to Barcelona 1111, doing some light scouting and preparing to ping a ND ship next turn if possible.
5) 2 pikes at Pamplona 699 move to Pamplona 6.
6) worker on Pamp6 move to New Madrid 4 and mines? Other option: stay put and build fortress in preparation for fall of Pamp?
7) galley down south withdraws to Barcelona 112.
8) worker underneath pikeman at Toledo9 wakes up and roads!! He's been fortified under there.
9) pikeman at Toledo9 moves to Toledo3.
10) pikeman at Toledo 96 moves to Toledo 9.
11) galleys in Sircocco unload and move southward as far as they can.
12) 4 knights from those galleys move to Pamp6.
Damn, I just noticed: our 2 knights down by Essibar are dead, fellas. I hope they took some bad guys with them. RIP, brave Storm Chickens!
That takes care of moves on Bob. I'm taking a bit of a break, and will return with my thoughts on moves on Stormia.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:31
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North galley loading: 2 knights to empty galley 4 of Beta. Fill galleys in Beta with remaining knights, then pikemen. It works out perfectly: all available knights and pikes into galleys.
If the plan is to hit GoW, then they hang out for a turn, and next turn move to Yellowknife 3332 and offload their units on Yellowknife 332.
If the plan is to hit ND, they move 4, 4, 1 (some will have more moves, but I'd keep them together, no?).
South: we have 2 loaded galleys. They move toward Sircocco.
Finally: the elite WCs in the north should move to the south. WCs in the south should generally arrange themselves along the coast, though not far from O.Gale.
Spears/warriors in Beta arrange themselves along the coastline nearby, covering it better (best to have they there now, so later we don't have to say "how did we forget that!?").
-Arrian
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