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Togas
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California
Jun 2002 time: 21:23
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With our invasion of CDG coming in roughly 20 turns, I think that it's about time that we begin discussing how we should go about it, what sort of military composition we will need, and how we want to handle PAL.
First, some general thoughts on the attack:
I do not think we will need much to overpower CDG. Frankly, we don't need PAL at all in this war. We can handle them alone. However, we have PAL already locked in and sending in likely more horsemen than we care to ever see this close to our core. How should we handle it?
My feeling is that we should send in two Stacks of Doom, both with enough punch to easily take out 1 city. The main one marches on Minnesota while the other takes out the southern two cities.
The main one, once Minnesota is down, will hold position and serve to defend our eastern flank, while workers quickly get roads in place to connect it to our core. The second marches on through the weak southern cities and cleans up shop.
PAL takes out the northern cities and the capital. Once they have it, our eastern army will be between them and us. We may want to send some units from the main stack back home and then send units from the second stack to Minn once their mission is over.
We definately will need Hoplites at home and sentries in the north. PAL could stab us when the war is over, but the best possible plan (if I were them) would be to stab the moment after we engaged CDG, but were too many turns away from home to turn back. Having a good number of Hoplites in the rear and warrior sentries in position to see an advancing horseman army is critical. PAL will have a range of 6 from Pumpkinland on that road. They can hit Olympus in 2 turns.
--Togas
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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:23
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Alright, here's some more insight into my PALanoia. I've been saying it all along, but no one seems to listen / care.
1. I do not see PAL leaving paceably after the war againt CDG ends
Come on, we don't need this many forces to utterly decimate CDG. As Togas has said, we could easily do it ourselves at this point. What essentially has happened is nothing short of an arms race between us and PAL, to see who has the most weapons to use to slaughter our "common enemy". Once CDG is wiped out, which quite possibly could only take 5 turns in game, we're basically going to be sitting within 4 tiles of eachother, with giant armies that no longer have a use. Do you really think PAL is going to calmly walk back to their lands and disband their armies, as they will be completely useless, and cost needless upkeep if they plan to play nice with us? Why would they keep it around if we were allies until the end of the game? Aee WE going to disband our armies? I don't see this happening at all, and if they even wait for the end of the CDG war (which I wouldn't, if I were them), we're still in a worse off position.
2. The border situation is disgusting
PAL built "Pumpkin Land" well after we had discussed interest in making the border much further north. They blatently disregarded basically everything we had said to them in chat, and built anyway. Thats exactly where they said they wanted the border, as well, which is a slap in our face. In the even that we can even come to an equitable agreement with PAL about the border, do you really think they will gift us all the cities on our side, Pumpkin Land included? I don't. Call me a pessimist, but I just don't see it happening.
3. Peace on this continent prolongs the game
Let's face it. A war with PAL right now would be well fought on both sides, but they have the upper hand. We could drag it out, fight them tooth and nail, but they would inevitably be victorious over us. Our armies are slow, and nowhere near their land. Their armies are mobile, and on our doorstep. They're bigger than us. They grow faster than us. Their production is better than ours. Blah blah blah. If I were on PAL's team right now, I'd be planning the attack on Apolyton. Why bother to play this game for many mroe months, if they can end it now and secure victory? Why wait until one of the people on the other continent kills the other one, or even worse, until we have the technology to cross over to the other continent and fight a war against them?
I believe we should plan for a war with PAL, if only for an exercise in strategic planning.
I've looked over the save quite a bit today, and I agree with Togas' marching orders, and 2 addition sentries. Those sentry positions will more than cover every possible movement into our land from PAL's. If possible, I'd like to see some galleys on the Western coast as well, for quick transport (if we need it) as well as getting some eyes in the sea.
Last edited by Inverse Icarus on 18-09-2004 at 00:09
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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One worker will be available to move next turn. However, it will take him two turns to reach the forest, as there is no road fully in place to it yet. The other worker will have one turn to go next turn we get, but I think in MP that means the road he is completing will be done next turn, and he is frozen until the turn after.
However I don't think we should build a road on the forest. A forest road will take 6 turns to build, and will take both workers two turns to get there. If instead we build a road 7 of the forest. As we are going to build the next city on the tile 9 of the forest, this road would connect to the new city.
Now I have a difficulty with timing these roads, as when I just tested out how long it took to build a road as a non-Industrious nation in a Hotseat and PBEM game, although it would take 3 turns from the start, at the start of turn 3 the road was done and the worker could move! Can someone help me understand why this is, and help me know whether or not this applies to our game as well?
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