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GodKing
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Detroit
Feb 2002 time: 00:36
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Turn Year
49 1830 Current year
50 1790 hyapos builds warrior #7, city #4 founded
51 1750 ap builds hoplite #1, Roads start roading to iron colony
52 1725
53 1700
54 1675 hyapos builds hoplite #2
55 1650
56 1625 ap builds settler #5, hypnos builds worker #3
57 1600 ph builds barracks
58 1575
59 1550
60 1525 ap builds hoplite #3
61 1500 hypnos builds archer #2, ph builds archer #3
62 1475
63 1450 city #5 founded (ivory site), hypnos builds warrior #8
64 1425 ap builds settler #6 (horse), ph builds worker #4
65 1400
66 1375
67 1350 city #4 builds barracks, hypnos builds archer #5
68 1325 city #6 founded (horse site), city #5 builds cat #1
69 1300 roads completes road to horses, continues to iron
70 1275 ph builds archer #6
71 1250
72 1225 city #5 builds worker #5
73 1200 Hypnos builds horse #1 (slave catcher)
74 1175 ap builds barracks, city #4 builds hoplite #4
75 1150 ph builds currach #2, hypnos builds worker #6
76 1125 city #5 builds cat #2
77 1100 ap bulids worker #7
78 1075 city #4 builds archer #7
79 1050 ph builds hoplite #5
80 1025 hypnos builds horse #2
81 1000
82 975 ap builds settler #7, roads builds colony on iron
83 950 city #5 builds grainary
84 925 ph builds sword #1
85 900 hypnos builds sword #2
86 875 city #4 builds sword #3
87 850 city #5 builds settler #8
88 825 ph builds sword #4
89 800 ap builds sword #5
90 775 hypnos builds sword #6
Force total: Workers 6
Warriors 8
Hoplites 5
Archers 7
Swords 6
Horses 2
Currachs 2
Catapults 2
cities (settlers) 7
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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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Thank you very much GK. I admire you builders and your ability to plan more than 4 turns in advance. I am hopelessly lost when it comes to that mystical 5th turn. I hope you can be at the PAL chat tonight, but if you can't I will be using your outline in my discussions.
So, we're looking at ~40 turns until our SoD is ready. Thats close enough to what PAL estimate themselves at as well, but their force will be mostly horse, and will get there sooner if we leave at the same time.
If for some reason PAL whines about it being too long and questions why it's taking that long, I'm going to be honest and say we got kind of screwed with resources. We have both of them, but in extremely bad city sites. I won't mention the colony plan or anything about how we will be dealing with the issue, just state that there is an issue, should he ask why.
I believe we should guide them into Minnesota, and hope CDG has some decent defense there. I want to see as many of PAL's units die as possible. Yes, I'm a horrible ally, but I'm thinking survival here. If the fit hits the shan, I want to be better off.
The problem with that is it may eventually lead to a "who gets what" discussion, and I'd rather not have it. I'd rather grab as much as we can before PAL knows whats going on.
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Togas
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California
Jun 2002 time: 21:36
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I'd like to thank GK for giving us this estimate of what our forces could be at turn 90. We can also scroll back on it a bit and see what we'd have on turn 80 or 85, if needed, however, I do agree that 90 seems to be the best (and earliest) point for us to attack, unless we decided to do an archer rush.
After founding the Ivory city, I had originally wanted (and still do want) to build at site F, which is a far better production site, but GK's plan does time the horse-city build nicely with the road to horses, and I'm starting to think that we'd be foolish not to build a few horses. We need a few fast-movers for military purposes, and to help us should PAL decide to take advantage of our slow-moving SOD.
One thing I don't particularly like is the large number of archers. We really don't need more than 4. The other three should be converted to Hoplites, which are a much better value and will prove to be invaluable to the security of our nation. NOTE that many Hoplites will stay behind to guard our nation while the SOD moves forward, so if we had 8 Hops, we would have 1 at the colony site, 4 at home, and only be left with 3 in the SOD. 8 may not be enough. 5 definately isn't enough.
Also note that 2 cats are virtually worthless IMO. I like cats in groups of 4 or more. Less than 4 gives very little overall bonus to your assault. Can we find a way to squeeze out 2 more cats?
We can probably expect to upgrade 3 of the warriors to swords, if we drop our science accordingly before the attack. That should ultimately give us 9 swords, which will be sufficient in combination with the other forces to deliver a decisive killing blow to CDG.
--Togas
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Togas
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California
Jun 2002 time: 21:36
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We'll have Philosophy in @11 turns. In theory, CDG will have Code of Laws before that time, send it to us, and we will receive Republic for free. It will then be sent to CDG.
CDG will likely have republic @Turn 70. At that time we will not have an iron colony in place, nor will we have sufficient military forces to attack. We will have 4-5 archers at that time.
I am unsure if CDG will immediately switch to Republic. Their desire to quickly aquire a new government leads me to believe that they will. However, they will be ill-equipped to deal with happiness and commerce issues should they switch. And they may have too many units costing too much upkeep.
I don't know about the rest of you, but I've made the mistake of switching governments too early in many a civ game in the past. It chokes your research, military, productivity, etc. If they do switch at turn 70, I doubt it will be for the best, and if they switch 20 turns later, we can nail them quite easily.
I like the plan of attacking them while they're in anarchy. Hopefully we'll get that chance.
--Togas
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ormuzd
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no, religious still expirience only one turn of anarchy.
I guess the length of the anarchy period depends of the size of the civilization. If this is really so CDG will switch really fast to republic.
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