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Arrian
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Kneel before Grog!
Jul 2001 time: 00:23
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Hmm... I was just thinking that terrain development falls within the economist scholia's responsibilities, but I see the point about a military road network.
A lot of the tacticians are also economists, so I think we can work things out such that the roads get built with the proper consideration given to military issues (basically this comes down to connecting our cities quickly and in such a way as to allow units to get from one to another very quickly... 1 turn, even).
Clearly, the operations of the civ's military units are the Tactical Scholia's main job. It gets kinda muddled, however, when you get into how those units are produced. City construction that is non-military would be the economist's job, no? Therefore, I figure the economists and the tacticians (via their chiefs) should lobby the Poobah regarding their city build suggestions.
Tactical: Poobah, we must have a spearman to defend Memphis!
Econ: Poobah, Memphis has the potential to become a perfect "settler pump" if it had a granary.
Tactical: What, exactly, will we defend those settlers with?
Econ: the added growth from the granary will increase Memphis' production, thereby allowing us to build spearmen faster than we otherwise could, in order to protect our settlers.
Poobah: Enough! We build the granary.
Or something like that.
Thanks for the vote of confidence, Sir Ralph, but I joined up for the Demogame w/o any intent at taking a leadership position, at least initially. That's both because I've never done anything like this before and also because I can't guarantee I'll be online often enough to do the job right.
-Arrian
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Meshelic
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Bringer of Peace, Destroyer of Worlds
Sep 2002 time: 21:23
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quote: Originally posted by Theseus
Why do I have a *? Have I been elected without running? 
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No I just copied the member list from nye and you have a * because you have only picked one Scholia to be a member of, rather than the usual 2... Don't worry it's not a bad thing. 
quote: What kind of time commitment do I need to be ready for? It's not that I have the time OVERALL, my concern is that there are periods (like this past Friday through Wednesday) when I am just totally out of commission... although I guess with proper planning the duties can be handed off. |
Time commitment: How many turns do we think this game will go a week? Maybe 1 or 2, or more? Regardless, I'd say there that Minister's will generally have quite a bit of time given to between turns, since waiting for the other teams will take awhile, giving probably everyone enough time preparing orders beforehand.
----
On a seperate idea, I'm sure many of you know you can rename units in PTW, and this idea has been circulated around but wouldn't it be interesting to assign units built in a certain city (or in a certain order) to a General? What if instead of one person commanding the army, we had many Generals who command different 'divisions' of military units, and can coordinate different attacks with the other Generals? This would be beneficial since much of the time pressure would be off one individual and scattered among those would feel they have the time for it?
Suppose that FrustratedPoet wanted to command a division. And so did Arrian. And so do I. Then we would have to arrange which units we get command of as they are built, and then submit orders for those units each turn? There could be some bickering as to who gets what units, but it would probably be light-hearted and fun nonetheless. 
Thoughts?
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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In this scenario, assuming we have horses and unless we have a significantly inferior starting position, our early UU and prospect for a GA gives us a clearly decisive advantage. Further, if we claim our entire land mass early, we can go into builder mode until Map Making without having to worry about our defenses at all, and even after Map Making, the ocean will be something of an obstacle against would-be aggressors. That combination of circumstances could more than make up for the disadvantages of a despotic GA.
In such a situation, the logical approach would probably be to focus on expansion, barracks, and defense against a possible preemptive strike until we get horses connected and then to go into nearly an all-out military mode preparing to attack. Build up a small force of WCs, launch an initial attack against an outlying position, and use our GA to add a production advantage to the qualitative advantage our WCs give us. That would put us in a position to finish the enemy off.
Note: If the neighbor is a team we're willing to trust not to stab us in the backs, and the land mass is large enough to accommodate two civs with plenty of size and production, and especially if we have a better starting position, it may make more sense for the two civs to work together. Two can research faster than one, especially in the ancient era when corruption is at its worst, and I for one don't mind leaving a (hopefully) permanent ally on our home continent if that sets us up to have a major advantage invading others. But if we need the extra territory the other civ occupies, we definitely take it!
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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In this scenario, attacking either neighbor would risk giving the other an opening to come after us while we're weakened. Therefore, I think the following strategy might be in order:
1) If there's any kind of bottleneck enemy forces would have to go through to attack, use warriors and/or spearmen as advance lookouts to warn of potentially hostile encroachments.
2) Use our war chariots as a strategic reserve to attack and counterattack should an enemy come after us. If a neighboring warmonger insists on an early fight, using WCs on our own turf could bleed them a lot more effectively than anything we could accomplish in their territory. Then, once their offensive force is nullified, we can go after them.
3) Try to work the diplomatic situation in our favor. Ideally, we want our neighbors to go after each other, and we definitely don't want them to team up against us. Note that actually proposing an alliance could be risky, though, since the civ we propose it to might doublecross us by showing our proposal to the other civ and using it as leverage to get an alliance against us. So we probably want a pretty strong feeling that a civ is already on better terms with us than with the other one before we make such a proposal.
4) Watch for opportunities. If one neighbor attacks the other, we can let them fight it out for a while and then join one side (probably the weaker) agains tthe other. I've already discussed that basic idea on other threads.
5) If we have a chance to discover Monarchy before war breaks out, our GA would give us a significantly greater proportionate advantage than a despotic GA would. That could be a good time to actively seek an allaince.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:23
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quote:
5) If we have a chance to discover Monarchy before war breaks out, our GA would give us a significantly greater proportionate advantage than a despotic GA would. That could be a good time to actively seek an allaince. |
When I play Egypt in SP games, I always try to get to Monarchy prior to unleashing the WC's. Much better production, slightly lower corruption/waste, and a shot at the HG.
I figure if we go BW, Wheel, and then straight @ Monarchy, we can hit somebody with a large number of WC's well before they can properly counter it. My only worry is being hit before we are ready. We would be forced to use our WCs to defend ourselves... unless we are willing to use the warrior -> sword upgrade to have a decent stockpile of swordsmen with which to fend off an early attack (5-10 swords). But that requires another tech - IW. So BW, IW, Wheel, -> Monarchy...
-Arrian
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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quote: Originally posted by Arrian
I figure if we go BW, Wheel, and then straight @ Monarchy, we can hit somebody with a large number of WC's well before they can properly counter it. My only worry is being hit before we are ready. We would be forced to use our WCs to defend ourselves... unless we are willing to use the warrior -> sword upgrade to have a decent stockpile of swordsmen with which to fend off an early attack (5-10 swords). But that requires another tech - IW. So BW, IW, Wheel, -> Monarchy...
-Arrian |
The gold for any significant number of warrior->sword upgrades would interfere with our research on top of the time it would take to research Iron Working. I do think it probably makes sense to research Bronze Working early so we'll have units that can defend decently, but I'd rather rely on WCs for attacking and counterattacking. Yes that risks having someone force us to blow our GA early, but they'd better be prepared to spend the next 20 turns dealing with an enraged Egypt ready to focus its GA on their destruction. 
I favor the order of Bronze Working, then the Wheel, then beeline for Monarchy (hoping to trade for Warrior Code somewhere along the way). If we can get someone to trade us Iron Working on decent terms, we can get it; otherwise, wait until we get Monarchy to worry about it. Of course if we get the Wheel and then find out there aren't any horses around, or if there's no one else on our land mass (or only a civ we think we're better off working with than attacking if the land mass is big enough), that changes our priorities big time.
Nathan
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