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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:34
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BF, I don't mean to insult you, but who do you think the senators should listen to: you, or the strat guys?
Last edited by Krill on 29-07-2004 at 03:15
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BigFree

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Acampo, CA
Oct 1999 time: 21:34
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Krill: Do the "strat" guys often play Diplomacy games? Playing agianst the AI is a little different. Also, just because I'm not a "strat" guy with an AU icon next to my name does not mean I don't know how to play the game.
In a current PBEM I'm playing right now (***PBEM***) I simmed out staying as a Republic and switching to a Democracy. I found that, even with 4 turns of Anarchy, I made up for the difference in ~23 turns. I say ~23 because it's hard to track everything and to put relative values on things like food, commerce, population, shields, culture, research power, ect. This was simmed in PTW with a FP in place. Now, I never switched to a Democracy because I was planning on basically staying at war throughout the game once I had started one. (the game is still ongoing, but neither of the current 2 Civ's left are members here. ). Now, if I had planned to go the buiilder route for quite some time, I found it beneficial to go with a Democracy; and I didn't even hae a commercial Civ. A commercial Civ takes a bigger advantage of a Democracy than one who isn't; that is they feel the effects of the switch at a greater rate.
Kloreep: My main argument is... Do you think that the game's designers were so far off in the design and implementation of Government systems so as to make it silly for one to choose Democracy over Republic?
I guess I will have to use a Sim to really prove it....
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:34
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23 turns just to break even from 4 turns of anarchy - and of course that's the figure from a different empire, not the one we have here. I would be surprised if we only got 4 turns of anarchy, with the size of our empire.
Re: game design... well, yeah, I *do* think that the designers made it such that a switch to Demo doesn't make sense - *IF* you factor in anarchy for a non-religious civ and also assume that the game will not finish with a peaceful UN or SS launch win.
I can't believe I didn't bring this up before, but Democracy is not a required tech. So not only are we talking about a number of turns in anarchy (say 6 turns), we're talking about researching a tech we don't need (unless we think we need to switch governments). How long would that research take?
To recap: anarchy will likely be longer than 4 turns... possibly as high as 8 or 9 (I thought 9 was only in Conquests). That's a near-total loss. It will also take time to research Demo (I honestly don't know what our science rate is like right now, but let's call it 6 turns). So roughly a 12-14 turn detour. Further, though we would eventually recoup our losses a long way down the road, we also would be choosing a high WW government in a game which will most likely be decided by war. I think if we go the "defend and try to win by SS" route, we could probably keep our republic. But would we survive as a democracy? I'm not so sure. That, of course, is impossible to say.
Sorry, Bigfree, but I think THAT is crazy.
-Arrian
edit: One more thing. That 12-14 turn detour hurts us in more than just GWT closing the tech gap. That's roughly 2 techs worth of time. In that time, if we do not research demo and switch to it, we could research two required techs and get ourselves yet closer to the industrial age... and rails & factories. Which would we rather have? A switch to demo, or a chance to start building rails and factories 12 turns sooner?
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:34
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Bumping the original proposal, I assume, and not the lengthy threadjack.
Anyway... I'm not sure MT is going to be worth it. I suppose if we are *not* going the block-the-coast route, it could be. And it seems we would need a rather large number of units, we might decide to not block our entire coast, and use picket ships to detect incoming fleets and reposition a mobile blocking force.
So the question becomes this: does getting MT (and, thus, transforming our 30 kniggots into cavalry) reduce the number of units we require (land and sea), and if so, by how much?
Toss into this evaluation the very real danger that CFC will **** this up by not defending themselves properly, and thus having Cavalry would give us a better shot at repulsing a landing by GWT.
-Arrian, just thinkin' out loud.
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Fried-Psitalon
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Not just another pretty face.
Dec 2002 time: 00:34
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As I said in another thread, if you fail to research Military Tradition, you WILL die. I love you guys to death, but that's clear as a bell to me, and I'm kinda surprised it's not to all of you. If you fail to research Mil Tra:
WHEN - not if - GWT comes over and lands in *CFC's* land (why should they try to land in your area? You are the stronger partner.) they'll do it in massive force, and it will almost certainly succeed, because my reviewing of threads has convinced me of what I suspected when I left months ago: CFC is the domain of the putz.
They'll eat up a big chunk of CFC - possibly, but not certainly, leaving them for finishing off later - and then come for you. At the same time they hit one of the bottlenecks, a moderate sized amphibious force will strike somewhere in the rear. Without cavalry, you cannot hope to block that force landing. You can also count on GWT's force BEING cavalry (by the time they finish off CFC and regroup), and since it's always a lot easier to strike AT cavalry than be struck BY cavalry, you'll have to either use knights to strike outward - a bad proposition - or hopefully defend with rifles.
Maybe "fresh eyes" are needed or maybe my advice will be largely ignored, but failure to get Military Tradition, IMNSHO = Apolyton will die upon the hills of the land they created.
Regarding Democracy, I would like to point out the shortcomings of this idea as I see them:
1- This is an optional tech. It is VITAL that you keep a significant, real tech lead on GWT. That is by no means assured, despite what some people seem to think. (Particularly if they get all this gold Trip mentioned from CGN? I'm not familiar with the terms of CGN's peace agreement with them or why?)
2- When, precisely, would be the smart time for the switch? Common MP tactic: wait for the anarchy flag to pop up before attacking. (And for those of you in the C3CISDG, don't you dare throw that in my face as a suspicion later. :P I've listened to enough paranoia for one month. :P ) If GWT sees "Anarchy" pop up, they may go for the throat right then, and a civ in anarchy is a TARGET. (Particularly if they already have troops landed as a result of jamming a boot in CFC's face.)
3- 23 turns to the break-even point on the switch wouldn't seem so bad (though not exactly convincing either), but that's an average situation. In the worst situation - 8 turns - it's a good bit worse. Has someone bothered to calculate how much it will take to break even again when we have to switch out of Democracy much later, because our people are going ballistic? Democracy is good, but not that good - as long as 4 turn research continues, the "rush build gold" that Democracy will give isn't that great an advantage.
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E_T
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Orlando, Florida
Mar 2001 time: 00:34
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first off, as for Demo, that is a good one for CFC to work on, at a 40 turn pace. I have (in the past) discussed this with several Consuls, over a long time, and the main concensus has been to stay in Republic for as long as major war with GWT/GCA is possible. Of cource, this was before our Invasion failed....
As for the Benifits:
1) better corruption - this is being worked out with our courthouse builds. Other than that, not needed at this time, as we have a very solid economic core and are not planning to expand any time soon. Just to get one or 2 more sheilds/trade, in a few cities, is not needed, as long as we can get those cities up to decent sizes.
2) Faster worker times - Well, for one thing, the Jungle is almost gone, so what do we need our workers to go slightly faster for?? To build the Railroad systems?? We will have sufficient Quantities of Workers to do those taskes and with (currently) 2-2 turn worker pump cities, what more will we need??
Then, don't forget the additional War weariness cost from Demo, not worth it, on this type of game.
Now, as for Mil Trad, Yes, we need to work towards it, BUT, with the advent of our Upcoming GA AND our coastal cities being ready to build lots of Frigates, we should go for Mags first and get Mil Trad while in GA (Up to 8 turns within the GA to be exact). We still have to build more Horsemen, for the eventual Upgrade, along with the CA$H to make the upgrades. Granted, we still have our expeditionary force, that we have sent out, that can be recalled and quickly upgraded, when the time it right.
Having the land Units to defend us is one thing, but also the capability to smash the Invasions before they even land, will be the other thing that we will need to do. Our Navies need to be increased, as that is where this game is going to be desided for a long time to come (mid/late Indust).
E_T
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