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please fill in these marked questionaires 
This poll is closed. |
| Defenses: Build muskmen |
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1 |
14.29% |
| Defenses: Build crusaders |
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0 |
0% |
| Defenses: Build Armor |
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5 |
71.43% |
| Defenses: Build Explorers |
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0 |
0% |
| Defenses: Build no defending units at all...just paint "THANK YOU FOR NOT ATTACKING US" on the city gates, works all the time |
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2 |
28.57% |
Apolytonia should build Barracks, NOW  |
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2 |
28.57% |
| Apolytonia should finish the bank and then build barracks |
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1 |
14.29% |
| After the buildings build only settlers in Apolytonia |
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1 |
14.29% |
| After the buildings build only defenders in Apolytonia |
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0 |
0% |
| After the buildings build defenders and settlers in cycles in Apolytonia |
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1 |
14.29% |
| The explore should explore the darkness ahead so we can build borders at the best suitable spot |
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5 |
71.43% |
| The explore should go home and rest...his exploring day's are over(or I have a beter goal for the explorer) |
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2 |
28.57% |
| We should build barracks in each and every city |
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0 |
0% |
| Only build barracks in those selected cities |
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6 |
85.71% |
The defensive Banana should be our SMC, this SMC should be hung... |
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5 |
71.43% |
| Total: |
7 voters |
100% |
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shade
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of bribery.
May 2001 time: 06:32
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After a carefull study of our current situation, I find it my duty as SMC to make sure our little imperium becomes a safe place. My first priority will therefore be the construction of a solid defense, so no larger country could just walk in and take away what is rightfully ours.
There are a lot of things to be done, but only little resources.
I have composed a poll showing some of our options...
First off all, will we be a defensive or offensive power?
Personally I would like to start out building some defences.
There are 4 unit's which we could consider producing
1) Musketmen ADM 3/3/1 (2|1) 30shields
2) Crusaders ADM 5/1/2 (1|1) 40shields
3) Armor ADM 10/5/3 (3|1) 80shields
4) Explorer ADM 0/1/1 (1|1) 30shields
I would prefer to get some Musket men to defend our cities(2 at least/city) and also build some optional Armor(Apolytonia would be best suited for this task, I would also prefer to have 3 Armor for defensive purposes in Apolytonia.
Explorer are from my point of view a wast of resources to build, they die to fast and require 1 shield support.
The best option would also be to build those defenders in a few cities which have barracks, and rehome them.
Barracks should be build in Apolytonia,Cartenna(1 turn away from finishing it), Malaca(also has Baracks under construction) and Panama.
The second issue is the explorer, I suggest we send it into the dark so we find out where the borders of our little imperium could/should be drawn...I think we would not like the surprise of finding a size 20 city full of guns knives to close to our own undefended borders.
The last issue for now would be our capital: Apolytonia...
It is our strongest city, and it is currently constructing a bank. This bank would give us good profits, but then again barracks would give us fast veteran units(tanks could be build there a lot quicker then in other places, and then be transported with the carvel to needed locations)...on the other hand:the bank would give us extra happyness which could induce celebrations and make this city perfect for building settlers for all purposes(new cities, and growing our little ones a little faster.)
Maybe the best buildingqueu would be something like
bank-barracks-settler-defender-settler-defender ...
Plans and images cf next posts
Shade, SMC
[edit]
hmm, those muskmen are actually musketmen...Who needs writing if you can carry a sword ?
The explorer was exploring at near relativistic speeds...this caused the last r to be compressed in the other r. [/edit]
Last edited by shade on 09-07-2004 at 22:18
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Bloody Monk

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austin, tx
May 2001 time: 23:32
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quote: Originally posted by cavebear
I think Apolytonia should continue building Caravans and that we should switch production to that now (loss of only 1 turn production. Caravans are our only source of gold and bonus beakers. 
While a Bank would produce more gold, I wasn't considering the bonus beakers of the Caravans when I started it. |
As you know from my previous ideas, I favor this, too. We desparately need cash. A Barracks is down the list for Apoly', at this time.
I suggested changing the Science slider to 70% for one turn so that War Code could be discovered overnight. (Leaving it at 60% will take 2 turns.)
We will not know until the Beads van is delivered whether another slot will free up. Changing to camel now would waste half the shields if a slot does not turn up. Therefore, I suggested waiting one turn to make the change. By moving off the mine and to ocean, it will only cost two shieds while giving +1 food.
Then, if a slot opens up switch to camel and use some of the Beads cash to incrementally rush the new van. If a slot does not open up, keep building Bank and, if you have selected Metal as the next tech, we can protect Apoly' with a Coastal Fort with a switch. If not Metal (Chem + Explo, eg), then, Muskmen or Horse seem best.
Monk
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Bloody Monk

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austin, tx
May 2001 time: 23:32
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Shade,
--Have you considered Horses for garrison duty. 3 Horses = 2 Muskmen, in terms of cost; and probably, anything that comes calling will have little trouble with either. Garrison units will come in handy when we move back to Monarchy.
--Given the game date and the map intelligence (the Egyptian city Killdeer) we can assume that the Suefolk are between us and the Egyptians. And from the Powergraph we can surmise that they have a goodly number of cities, at least in terms of the Egyptians and Persians, certainly more than we have. Our Explorer, if sent East will bump into them in short order and the result will be War. It is virtually automatic, this late in the game, with Icy or Hostile AI.
Are you ready to go to War, now??
Monk
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shade
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of bribery.
May 2001 time: 06:32
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quote: Originally posted by Bloody Monk
Shade,
--Have you considered Horses for garrison duty. 3 Horses = 2 Muskmen, in terms of cost; and probably, anything that comes calling will have little trouble with either. Garrison units will come in handy when we move back to Monarchy.
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moving back to monarchy...that's the first I hear of that...I didn't consider any unit's for garrison duties, their goal should be protection first(I know of the possible impending happyness probs, but they can be solved otherwise, if we have to fight on our own territory those horses will just be steak au poivre ) musketmen aren't the best defences, but at this moment they should be worth it. (horsemen have an ADM of 1/1/2 IIRC=dead meat)
quote:
--Given the game date and the map intelligence (the Egyptian city Killdeer) we can assume that the Suefolk are between us and the Egyptians. And from the Powergraph we can surmise that they have a goodly number of cities, at least in terms of the Egyptians and Persians, certainly more than we have. Our Explorer, if sent East will bump into them in short order and the result will be War. It is virtually automatic, this late in the game, with Icy or Hostile AI.
Are you ready to go to War, now??
Monk |
no we aren't ready to go to war, but when our explorer explores we will meet them at their lands. If we just sit still and hope nothing happens, there might just be some stray army walking into our cities, result would be the same(war) but this time we would start a war beeing attacked and have no clue where the borders are. We have 2 cities whose borders are pitch black and that is a bigger risk, I think, then trying to figure out how far our safety might go.
Shade
PS: the options for Apolytonia are just an idea from my point of view, if there are beter ways to use those resources, please do, my main concern is the collony which is virtually defenceless.
PPS poll will close in 5 days, pls don't wait till day 4 to vote, thx
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