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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:32
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I still don't understand why we couldn't have just asked for Mil Trad, as part of the fission for computers deal. MIs are worth more to them, then knowing where the alu is. It's not too late for this, they might just give us Mil Trad.
Additional land is best given as a gift, I think, but it won't really matter as campaign gifts. If Vox is going to choose a side, it will be based on the relations the past few months, not on what is given in the last turns. MZ has likely been talking to them all along, while we kind of broke off contact right after they left Estonia. We can't change that with a bit of land. We could ask for their vote, as it was only our generosity that kept them in the game, I think that is a far better argument.
Come to think of it, GoW might have made the same argument: that they convinced us after the Lego war to keep our hands off Vox, by offering them protection. They might profile themselves as saviours of Vox. We had very little communications with these guys...
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:32
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The problem with Vox is that, even if they do not have any significant defenders, they do have very defensive terrain. If we go by land, we would need 7 or 8 turns at least. Using transports and marines is a possibility, but quite cumbersome. And all the while that we focus on Vox, we're open for attacks from other sides.
This all opens up another problem, which we've discussed earlier but haven't done anything about. RP is the real risk here. As long as RP is alive, we have the best shot at the UN, and are in the position to choose who wins. (Unless ND and GoW declare a joint victory, but in that case there is no way we can win in any kind of victory). If Lego gets destroyed, it would even place us in the best situation, as we've got a guaranteed 2 votes, while the others only have 2 at most. So... we need to protect RP. Best way would be to ask them to park a settler either in a transport near the poles, but better, have them park a settler in our core. We can't be destroyed in 1 turn, RP can.
DeepO
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