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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:36
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We had a discussion in your "Planning Our War" thread a while back, where the three major courses of action were brought up: Archers, Horsemen, or Swordsmen. The discussion died out with no real decision being made. Don supports Swords/Cats/Hoplites, Kloreep supports Horsemen, GK supports Archer-Heavy with some Swords, and I support a full-on mix of troops, a SoD of Swords/Cats/Hoplites and some "Roaming Horsemen" to clean up the bits and pieces, as well as pillage tiles as we see fit. It's really too bad we have horseback riding, this land would make for great chariot pillaging.
I brought up the task of hooking up the resources, which is the major problem facing us in the production of a war machine. We could easily claim the horses with a futre settler, but sending the settler there, and building the road, is quite an investment of resources. Despite that, I would strongly urge for a city near those horses ASAP.
In the other thread, I suggested the possibility of building a colony on the iron, with a Hoplite guard and maybe an archer to defend the road. It would be far better to build a city directly on the iron, but that city would be hopelessly corrupt, distant in terms of troop movement, and it wouldn't be that great of a city, even without the corruption. I still support the colony idea, but note that it is indeed quite an investment. Assuming you already built the horse-city SE of the horse and roaded to the horse, one worker would need to road 3 times, at 3 turns per road, which is 9. factor in moving to those squares, and you get 12 for roading. then you have to move onto the iron, and build a colony, so 14 turns, after you have already roaded to the horse, which could easily take 10+ turns itself.
That puts us ~25 turns out, with a weakly secured iron, and a strongly secured horse. We would have devoted a settler, a hoplite, and an archer to the cause, as well as a worker. Again, I stress the fact that this idea takes A LOT OF RESOURCES AND TIME, and that should be heavily weighed when deciding on a plan.
I believe that if we had a mix of Archers and Swords in our SoD, we'd be alright with a 2:1 ratio (2 archers for every sword). The Swordsmen would really pack the punch, and the archers would be there to pick off the last few defenders. As said in the last thread, attacking Minnesota on a hill with archers would not be pretty.
Also, there has been a lot of talk about catapults. Mathemmatics is still 12 turns away, is it not? How much time to do we actuallt have to build them?
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:36
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Personally, I think that we would need at least 3 swords per city that we are to attack in any stack if we are to keep up with PAL.
It all depends on the amount of troops CDG will have, and where their next two cities are going to be placed; If they make a grab for the ivory, great, we won't have to use a settler. If the go for their source of the horses, then that is the target we need to hit, PAL can take Minesota (since it is 1) The closest city to them and 2) They will lose a lot of troops. That means that we can hopefully take over most of CDGs' terriotory, and PAL will not be in a position to attack us at the end of the war (baring them getting a leader). The downside is that they might lose so many troops that we have to take the brunt of the war effort.)
An archer based army is OK, And we can easily have about 15 if all of our cities (eventually) start to build archers. Swords would be a little harder, but we could always save a little gold, by going easy on the sliders, enough for ~3 (maybe 4) swords.
Every little helps...
(And I like the idea of the iron colony, since it is only 30 shields and 10 food (from Apolyton) to defend if we use redundant reg warriors)
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Togas
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California
Jun 2002 time: 21:36
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I agree on the colony idea. I think that we need not rush to hook up the horses, nor do we need to rush to hook up the iron, however, we're going to have a hard time upgrading warriors to swords in C3C as upgrade costs are much more expensive. Because of that, we probably should build the horse/wonder city immediately after building near the ivory and then send a worker with hoplite to build the road to the city and then to the iron immediately afterwards. Once the road is done, that worker builds a colony and the Hoplite guards it. We'll end up building probably half of our swords manually, but we'll upgrade as many as we can.
Warriors built from Hypnos (barracks) and warriors with experience will be our main upgrades. We'll also have a contingency of archers, but I see them as no more than 1/3 of our total forces.
I see us using 1/2 swords, 1/3 archers, 1/6 Hoplites.
In my mind, Cats can be added after we have sufficient forces, or if we have substandard and nonbarrack cities contributing to the war effort.
--Togas
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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:36
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PAL wants to have a chat about our decided timeline.
I have decided upon Togas' mix:
1/2 Swordsmen
1/3 Archers
1/6 Hoplites
For those of you who may be mathematically challenged, this means a stack of 12 units would have
6 Swordsmen
4 Archers
2 Hoplites
This plan is quite swordsman heavy, which will prolong our rediness. Swordsmen are expensive. Can one of you MOI people provide a plan for this by Thursday? Is this even possible to do in the timeframe PAL is looking for? Also, I'd like to have some Hoplites following shortly after to secure the land as our stack marches on.
As for veteran vs regular, of course I'd prefer veteran. If it's too much of a strain to build the barracks, the following priority should apply: vet swords, vet hoplites, vet archers. We need powerful attackers (swords) and awesome defenders (hoplites). Since the hoplites will be fewest in number, it should be easy to pump them out as veterans. Vet archers would be awesome, but if a few are regular, no biggie.
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