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Togas
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California
Jun 2002 time: 21:33
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If we begin making preparations now for this invasion, like we prepared months in advance for our invasion of GCA, and if we cooperatively launch this attack with forces from CFC, AND we do it at the right time...
Dropping simultaneously on several sites at once is a plan that cannot fail. They won't be able to save enough of their cities and the damage we would do this late in the game will knock GWT out of the lead. It's a move that will put us in the top spot after CGN gets worked by GWT in the current war.
Not only will it set us up for the win, it'll win great praise and support from CGN and, if done with CFC, will essentially cement their game-long alliance with us.
Lastly, and most importantly, it'll give us the opportunity to move in and obliterate GCA once and for all.
Even with all of that, we'd still have to win the game via space race or UN. Our UN chances are higher if CGN dies and we "save" them by gifting them a city, however, that assumes that we can build the UN first. By destroying GWT's wonder building cities we can guarantee that we'll build the UN and thus hold or postpone the vote until after we're sure we have the win.
Also, by destroying GWT's major cities we can ensure that we'll have the most productive cities and can be the first to build a spaceship.
What worries me is that if GWT is left unharmed, is the potential for a GWT mass invasion of our continent, or a massive nuclear war that will likely begin right around the time we're both building spaceship parts. Once marines come into play you can almost be assured that GWT will attack us to make their play to win the game. And I don't even have to mention that GCA is going to attack us at some point in the future if we allow them to continue to build and obtain support from GWT.
Of course, all of this assumes that CGN will get beaten in the current war. If they hold their own and get their own UUs on the field, all of this changes. In fact, it may change so much that we find ourselves having to invade CGN instead of GWT. Either way, we'll be ready to make the move needed for victory.
--Togas
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Dominae
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quote: Originally posted by Togas
Dropping simultaneously on several sites at once is a plan that cannot fail. |
Sheesh, if it's that good, why are we even discussing it?!
Here's a possible scenario: 1) GWT puts some boats into the water as a radar net, 2) GWT lines its coasts with Workers and military units so that we cannot disembark until Marines, 3) GWT wins because Amphibious Warfare is far enough away that their economy will have far surpassed our own by then.
(Notice that with 1 and 2 together, GWT need not cover every inch of their coast.)
If we try this strategy and find ourselves unable to disembark next to their cities, we would be forced to invade the (presumably semi-vacant) ex-CGN lands. But then GCA and GWT's combined force would probably be greater than ours, and we would be repelled.
Probably.
If military action really is our contigency plan, we need to get on a foot on that contient ASAP. GWT is not dumb enough to leave their core cities completely open to invasion. Trip's invasion plan, although commendable for the early- to mid-game where units are scarce, will simply not work against a prepared GWT. And I think it's safe to asssume GWT will be "prepared" in this respect.
Dominae
Last edited by Dominae on 12-02-2004 at 23:46
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Dominae
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The title of this thread is, in part, "GWT Destroys CGN". I understand this as saying that we would probably not be attacking GWT until the major battles against CGN would be over. Given the current state of our empire, and the timeline for GWT's destruction of CGN if things go badly (hint: it happens quickly with Ansars), it's more "realistic" to assume that by the time we attack GWT their focus will be on us.
If you want Trip's plan to work, we should be putting boats with troops into the water now.
Another thing that you're maybe not considering is that Workers work just as well as Pikemen or Knights as coast guards. With the Pyramids, I would expect GWT to have 50+ Workers by now, or at the very least this number by the time we get our act together and try to invade them. There's nothing more embarrassing than having to call your invasion off due to a horde of Workers just sitting around.
In case you're wondering, I'm not just being argumentative here. This is a very real possibility.
We need to invade GWT through CGN (if we invade at all).
Dominae
Last edited by Dominae on 13-02-2004 at 01:34
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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I'm not so sure about this warmonger route myself.
First off, there are (as Sleepy has tried to point out) a lot of assumptions in Trips plan.
Second, it is by concentrating on civilian builds that Apolyton was going to rocket ahead economically. If we start building scads of units, that will not happen.
Third, GWT knows how to fight. Even if we manage to put together a large invasion force and get it to LZ4 (the best one, IMO), and even if they haven't got the coast blocked, we are likely to face stiff opposition. Ansars move 9 on roads. Frankly, instead of 50 cav + 15 muskets, I'd be inclined to say 40 Cav and 25 muskets. The key is that our forces survive long enough to strike. I doubt their FP city can possibly withstand 40 Cav. Actually, can we realistically put together 40 Cav + 25 muskets and fire them off into the deep blue yonder? Isn't say, 30 cav + 15-20 muskets more realistic? Or, actually, 30 cav, 15 muskets, 5 numidians. 
Nailing their FP would be good, yes, I'll grant you that.
I think the best approach for now is to proceed with builds that work for both approaches (peaceful builder or warmonger). That means we build boats for now, and continue with the REX & civilian builds. To the extent we build units, we build Numidians.
Once the infidel galley in our interior sea is dealt with, all available ships, save one or two for west coast lookout duty, are sent to the east coast, nearest to LZ4. All excess Numidians are also sent up there.
Then, should things go ill "over there" we can switch over to building horsemen by the dozen and save up the necessary cashola. 30 horse -> Cav = 1500 gold w/o Leo's right? 15 Numids to Muskets = 450 gold. So we're looking at about 2000 gold in upgrade costs (this assumes we're not using the knights we've already upgraded on this, thus weakening our homeland defense to the point that CFC could maul us).
We're a long way from MT, though. Methinks if this war is to be won decisively by GWT, it will happen pretty fast.
-Arrian
edit: crosspost with Dominae.
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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quote: Originally posted by Arrian
I'm not so sure about this warmonger route myself.
First off, there are (as Sleepy has tried to point out) a lot of assumptions in Trips plan.
Second, it is by concentrating on civilian builds that Apolyton was going to rocket ahead economically. If we start building scads of units, that will not happen.
Third, GWT knows how to fight. Even if we manage to put together a large invasion force and get it to LZ4 (the best one, IMO), and even if they haven't got the coast blocked, we are likely to face stiff opposition. Ansars move 9 on roads. Frankly, instead of 50 cav + 15 muskets, I'd be inclined to say 40 Cav and 25 muskets. The key is that our forces survive long enough to strike. I doubt their FP city can possibly withstand 40 Cav. Actually, can we realistically put together 40 Cav + 25 muskets and fire them off into the deep blue yonder? Isn't say, 30 cav + 15-20 muskets more realistic? Or, actually, 30 cav, 15 muskets, 5 numidians. 
Nailing their FP would be good, yes, I'll grant you that.
I think the best approach for now is to proceed with builds that work for both approaches (peaceful builder or warmonger). That means we build boats for now, and continue with the REX & civilian builds. To the extent we build units, we build Numidians.
Once the infidel galley in our interior sea is dealt with, all available ships, save one or two for west coast lookout duty, are sent to the east coast, nearest to LZ4. All excess Numidians are also sent up there.
Then, should things go ill "over there" we can switch over to building horsemen by the dozen and save up the necessary cashola. 30 horse -> Cav = 1500 gold w/o Leo's right? 15 Numids to Muskets = 450 gold. So we're looking at about 2000 gold in upgrade costs (this assumes we're not using the knights we've already upgraded on this, thus weakening our homeland defense to the point that CFC could maul us).
We're a long way from MT, though. Methinks if this war is to be won decisively by GWT, it will happen pretty fast.
-Arrian
edit: crosspost with Dominae. |
I never said it would be a piece of cake. It will be a challenge, however you slice it. However, if we plan things right then I think we can pull it off, and once more, all we have to do is take Ruhrpott and we can go home.
And yes, we will have to start preparing now. We will need large numbers of boats built now as we continue building up gold. 2000 gold is doable... we already have almost half that now.
We can do this if we start gearing up now.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Of course, if we do this, it will most likely trigger perpetual war with GWT, so get ready to switch over to Monarchy once the WW gets really bad. We will be the aggressor, and thus be hit harder.
Ok, I think we need to project our economy into the future and come up with a timeline on getting MT and Magnetism. We're researching Education now, with 8 turns to go, right?
We will be getting Gunpowder from CGN, yes? That leaves:
Astronomy, Chemistry, Metallurgy, MT, Physics, Magnetism. 6 techs after the one we're researching.
Now if we're assuming that CGN is going to be toast (the premise of the thread), we cannot count on them for research much past Gunpowder.
So, how long will it take us to research those 6 techs? Tough to say, considering the drastic impact the palace jump will have on our economy. But does a range of 30-50 turns sound right? Again, I'm assuming that CGN bites the big one, and prior to going down, they are probably going to be at max tax for upgrading & rushbuying.
So, in 30-50 turns, can we assemble the following on the east coast: 12-13 galleons, 30 Cavalry, 15 muskets, 5 numidians?
Can we do that without wrecking our economic development?
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Also, we must assume that our strike force is "fire and forget" in that it will most likely end up being wiped out. We might be able to get some of it out, but I think it behooves us to just write those troops off. Anything we get back on the ships is gravy.
GWT will, of course, attempt to retaliate. So not only do we need the troops to land at LZ4, we also need enough mobile forces back home to cover large swathes of our coastline, and picket ships to warn of incoming GWT forces. And we still need the troops holding the border with CFC. That's a lot of units. Obviously, the coastwatchers can be anything, even workers (though I think we will need all of our workers to actually be working). I'd suggest horsemen. 30-shield builds, upgradeable to Cav if need be, mobile.
The weak link in this is CFC. We must make sure that they are equally vigilant about their coastline. It's not that I think they would deliberately screw us (though it's possible), but rather that they might just forget something and next thing you know GWT has a megastack in CFC land.
-Arrian
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Dominae
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quote:
So, in 30-50 turns, can we assemble the following on the east coast: 12-13 galleons, 30 Cavalry, 15 muskets, 5 numidians?
Can we do that without wrecking our economic development?
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The other important question is: what can GWT assemble in 40 turns?
At the very least they're have their coastline secure (or securable).
Dominae
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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quote: Originally posted by Arrian
Also, we must assume that our strike force is "fire and forget" in that it will most likely end up being wiped out. We might be able to get some of it out, but I think it behooves us to just write those troops off. Anything we get back on the ships is gravy.
GWT will, of course, attempt to retaliate. So not only do we need the troops to land at LZ4, we also need enough mobile forces back home to cover large swathes of our coastline, and picket ships to warn of incoming GWT forces. And we still need the troops holding the border with CFC. That's a lot of units. Obviously, the coastwatchers can be anything, even workers (though I think we will need all of our workers to actually be working). I'd suggest horsemen. 30-shield builds, upgradeable to Cav if need be, mobile.
The weak link in this is CFC. We must make sure that they are equally vigilant about their coastline. It's not that I think they would deliberately screw us (though it's possible), but rather that they might just forget something and next thing you know GWT has a megastack in CFC land.
-Arrian |
Our greatest advantage in this sense is that we should get Nav/Mag quite a bit before GWT does. Right now they don't even have Theology, while we will probably be doing Astronomy yet. They have a lot of ground left to make up in order to sail the oceans, even if they are stronger and they do start researching again soon. We should have time to land our invasion, burn, pillage, whatnot. Meanwhile building pickets and mobile units to watch for GWT's counter-strike.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by Trip
Our greatest advantage in this sense is that we should get Nav/Mag quite a bit before GWT does. Right now they don't even have Theology, while we will probably be doing Astronomy yet. |
how much would it cost GWT to steal Theo from CFC?
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Dominae
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We're on a 6-turn research pace now!?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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re: cfc not liking GWT
um, please explain
I would presume that we won't declare war on GWT until our troops actually wash ashore, so up until that time GWT could steal techs from either us or CFC. I assume it would be cheaper from CFC as we will always keep them a tech or two behind us.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by Arrian
Can you steal techs w/o Espionage, though? Sorry, Sleepy brought it up, but I cannot recall EVER stealing tech in all the games of CivIII I've played.
-Arrian |
all you need is an embassy
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