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This poll is closed.
Defenses: Build muskmen 1 14.29%
Defenses: Build crusaders 0 0%
Defenses: Build Armor 5 71.43%
Defenses: Build Explorers 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 2 28.57%
Apolytonia should build Barracks, NOW 2 28.57%
Apolytonia should finish the bank and then build barracks 1 14.29%
After the buildings build only settlers in Apolytonia 1 14.29%
After the buildings build only defenders in Apolytonia 0 0%
After the buildings build defenders and settlers in cycles in Apolytonia 1 14.29%
The explore should explore the darkness ahead so we can build borders at the best suitable spot 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) 2 28.57%
We should build barracks in each and every city 0 0%
Only build barracks in those selected cities 6 85.71%
The defensive Banana should be our SMC, this SMC should be hung... 5 71.43%
Total: 7 voters 100%
  [Edit Poll (moderators only)]

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shade is offline shade
King
of bribery.
May 2001
time: 06:32
  Old Post 09-07-2004 21:40 Visit shade's homepage!
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SMC office Help yourself to an AD-FREE life


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

shade is offline shade
King
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May 2001
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  Old Post 09-07-2004 21:51 Visit shade's homepage!
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Apolytonia Support Apolyton, buy Galactic Civilizations

an inside look into the workings of our capital.

Attachment: apol.jpg
This has been downloaded 42 time(s).

shade is offline shade
King
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May 2001
time: 06:32
  Old Post 09-07-2004 21:55 Visit shade's homepage!
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Exploration Get a bigger avatar today!

Our brave explorer...trying to find the edge of the world without falling of.

Attachment: explore.jpg
This has been downloaded 41 time(s).

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:32
  Old Post 09-07-2004 22:11
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What's an SMC??

Monk

shade is offline shade
King
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May 2001
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  Old Post 09-07-2004 22:15 Visit shade's homepage!
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Support Apolyton, buy Galactic Civilizations

Supreme Millitary Commander

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:32
  Old Post 09-07-2004 22:25
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Thanks, General, sir!!

I wonder when we can build Mills?? We need a strong "Millitary" to ensure your success.

Monk

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:32
  Old Post 09-07-2004 23:51
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Then we could have a "General Mills".

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:32
  Old Post 09-07-2004 23:58
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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.

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:32
  Old Post 10-07-2004 00:39
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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

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:32
  Old Post 10-07-2004 01:16
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I would rather switch to Caravan now in Apolytonia, and if a trade good does not materialize, we can change that to a Settler or garrison unit and deliver that to the colonies. We would have 5 turns to see if a trade good appeared before having to decide on a Settler or Crusader, or we could wait 7 turns and then go to a Tank.

I have often wondered if it might be worth incrementally buying Caravans. So much depends on specifics of goods and destinations. If we had a enough Caravels to transport Caravans as fast as goods were available, it might be well worth it (especially for beakers) in our situation with the rich Celts available.

And I should point out that there is the size 15 Zulu city Intombe only 3 turns away from Apolytonia. 2 Caravels could deliver Apolytonia Caravans every 3 turns if we keep gettig trade goods to send. A size 15 Zulu city 3 turns away should be worth more than a size 20 Celt city 8 turns away. Certainly more than the Egyptian cities 4 turns away. If the passage is safe, of course.

I hope our new Minister of Trade MWIA will consider this idea.

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:32
  Old Post 10-07-2004 01:45
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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

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:32
  Old Post 10-07-2004 02:02
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Perhaps if the Explorer went forth being checked each part-move for proximity to an enemy city, the risk of contact would be lessened and our knowledge of the limits of the neighbors increased?

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:32
  Old Post 10-07-2004 02:10
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quote:
Originally posted by cavebear
Perhaps if the Explorer went forth being checked each part-move for proximity to an enemy city, the risk of contact would be lessened and our knowledge of the limits of the neighbors increased?


This will show when the Explorer gets closer to an Ai city than one of our own.

It will not show if he is about to bump into an AI unit, the contact with which will result in a War declaration.

It is a very high risk move to send the Explorer East before we are ready to defend ourselves, to say nothing of our being able to attack. Just be careful. That's all I'm saying. We don't need a premature anti-climax.

Monk

cavebear is offline cavebear
Emperor
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Oct 1999
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  Old Post 10-07-2004 02:46
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I agree. But I do think we need to know where the nearest AI cities are to our colonies. At worst (meeting an AI unit), I would refuse to accept an emissary and back off if possible. If finding roads/irrigation, we would know approximately where a city was and back off or go around it.

It's a risk we need to take to identify nearby threats (and opportunities).

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:32
  Old Post 10-07-2004 04:14
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quote:
Originally posted by cavebear
I agree. But I do think we need to know where the nearest AI cities are to our colonies. At worst (meeting an AI unit), I would refuse to accept an emissary and back off if possible. If finding roads/irrigation, we would know approximately where a city was and back off or go around it.

It's a risk we need to take to identify nearby threats (and opportunities).



I have mentioned this many times now. I think folk either have not much experience or do not remember how the game works after 1750a. Even if you refuse a meeting, you will almost certainly see as the next screen, a declaration of War. The AI hate the human player during this time frame.

I have also presented an alternative. Explore the coast below and to the East of Panama using a boat. Or be patient. Once we have an Army they can advance across a broad front with the Explorer going before.

With respect, I strongly disagree. This is most definitely not a risk we need to take now.

Monk (must sleep now)

Sparrowhawk is offline Sparrowhawk

King
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Apr 1999
time: 23:32
  Old Post 10-07-2004 04:55
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quote:
Originally posted by Bloody Monk
I have also presented an alternative. Explore the coast below and to the East of Panama using a boat. Or be patient. Once we have an Army they can advance across a broad front with the Explorer going before.


I too have agreed with this plan in the past, and I would rather see a boat exploring the coastline before we send our explorer exploring inland (but then the question is what do we do with the explorer )

shade is offline shade
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  Old Post 10-07-2004 04:59 Visit shade's homepage!
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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.


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

Ben Kenobi is offline Ben Kenobi
Emperor
McGregornobi!
Oct 2002
time: 21:32
  Old Post 10-07-2004 11:58
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Two musketmen in every city, plus the 3 tanks for defensive purposes would prove a great help.

With respect to the caravans, I think we need to reassess priorities, so that we can build defense rather than seeing all our plans come to naught.

We have survived thus far, and have been given a great gift.

Let us take full advantage of that gift to secure our own borders.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:32
  Old Post 12-07-2004 19:36
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Voted for Tanks to be built. I did not vote for the Apoly build queue, as I think more Caravans (as long as they are goods and not food supplies) should be built as a general priority. This will keep our science ticking over but more importantly give us cash to rush the defenses/offenses with. Barracks should not be needed in all cities, and cost a whopping 2g/turn now, which I think is an unnecessary expense. I agree with sending the Explorer onwards, as knowledge of the terrain is better than not, and provided we are exploring away from home anyway any AI we encounter will not be close enough to attack us.

shade is offline shade
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May 2001
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  Old Post 12-07-2004 22:12 Visit shade's homepage!
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5 ppl voted ... need I expect many more?

Shade

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:32
  Old Post 13-07-2004 05:32
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There seem to have been 6 in polls recently, and those polls are ones I have tended to miss....

So I guess there may be two more people floating around somewhere...

shade is offline shade
King
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  Old Post 13-07-2004 17:17 Visit shade's homepage!
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but then again, we don't seem to be in a hurry since we need a new consul.

Shade
(PS: I somehow noticed something; ppl were allowed to vote for multiple options in the "build defenders" department, but noone seems to have done so. Oh well tanks it are.)

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
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  Old Post 13-07-2004 20:06
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Yep, I noticed that, but decided it would just confuse the issue.

shade is offline shade
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  Old Post 13-07-2004 20:44 Visit shade's homepage!
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I wouldn't have confused things that much.
Now the order will be Go Forth And Build Tanks, instead of eg: build 2 muskets and 1 tank for each city...

Shade

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