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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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For the moment, I think Vox is going to honor our borders. Not doing it would be an outright declaration of war, and they know it.
I agree that those delay tactics will not be terribly good diplo-wise, but we can have an explanation, and I don't mind sending it to them. They will understand, as I'm quite certain they have a similar problem. We simply tell them that we want to keep our warriors in a position where they can reach any city first, instead of the scout, so that extra protection is given to these cities, and scouts remain scouts, instead of opportunistic warriors.
Telling them this will mean they will be even more inclined to follow the scout, instead of following the terrain like they would do otherwise (there is a very good chance that tim will follow the mountain range towards EotS anyhow, so we don't need to delay anything), but I can't imagine they'll get pissed about it. They will be in the same situation if they allow Grog through: they don't have adequate defenses, so need to shadow Grog so he can't reach a city.
BTW, if we are going to build the horse city, the road building can save us a few turns (which I think we'll need, as we can't hinder Tim everywhere), and makes it possible to get irrigation to the horses fast. Before that, the city doesn't grow much. And, I'd suggest to make another barracks city our of it (possibly after a worker), we won't have any defense until Hack moves there, followed by Tim, at which point all our cities are defended by one warrior only. EotS and #3 should focus on expansion, but we need some protection fast as well (a WC, which changes names every few turns, to parade in front of Vox would also be a very good idea. If we don't overdo it, they may think we have double the amount of WCs as we really have, which lets us focus on expansion)
DeepO
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:24
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My first thought upon logging on this morning was WC, archers, kill.
Then I thought some more, and was thinking BW, IW.
Then I thought some more, realizing as others did that WC is a prereq for Monarchy.
Archers are crappy units, it's true, but they kill warriors pretty reliably, do not require upgrade cash to work (as against a warrior -> swordsman plan), and would not blow our GA.
Then I thought some more.
Now I'm thinking that early war with Vox just to kill two scouting warriors is an overreaction. I do think we need more warriors to deal with possible attack. I also think we need spearmen, so I want BW as our next tech. If they will trade it, fine. If not, we research it at reduced cost.
I say we settle the best terrain ASAP, which means city #3, IIRC.
Our scout warriors should block our side of the chokepoint and fortify. If they agree to Nathan's proposal, great - we can go meet another civ. If not, it's a standoff.
-Arrian
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Arrian, are you still thinking, and might I be able to pursuade you in settling #7 (onto the hill, next to the Horse) first? Indeed, it's not nearly as good as #3 (which will be a superb site, no matter what we're going to do with it). It would cut off all exploration of Vox scouts, and I have taken the standing of "what the hell, let them scout if it makes them happy, we can't help it anyway" a while ago.
This doesn't mean we have to give up all our secrets, and we risk that once a warrior is on the South of our capital, it will remain there, pushing us to defend all our cities, instead of only the Northern ones. It's just a manner of keeping our defenses tight, and not smear them out over the whole continent... always a good strat, in every situation.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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quote: Originally posted by Arrian
Now I'm thinking that early war with Vox just to kill two scouting warriors is an overreaction. I do think we need more warriors to deal with possible attack. I also think we need spearmen, so I want BW as our next tech. If they will trade it, fine. If not, we research it at reduced cost. |
BTW, I agree here: waging war for those 2 scouts is an overreaction at this point, certainly because we don't have the resources to do it before they scouted what they really need to know. They will find the spinebreaker mountain ridge leading up to our capital, and those 2 things are all they need... after that they can scout whatever they want (on the North), it won't change anything. They will have found a way to more or less safely attack us in the heart of our country, and will use that route... we know there is no other. But of course, they need to declare war first, which I think they won't do easily...
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Actually, it can use a game tile, but only after #3 is settled (the game is right next to #3). Its terrain is not perfect: it has the horse on plains, 3 other plains, and one unshielded grass. With irrigation, it can become a decent site, but it will never be perfect (although if we get into a GA under despotism, it will be one of the best).
Which is one of the reasons I proposed to have the worker sent to road towards the horses (which will be finished the turn after the city is settled, I think), after that the road can help in getting irrigation to that city immediately. This same irrigation path can then be used to get irrigation to #3, because if we want t a pump, we'll need water there too 
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Nathan, can't we have both, by building a worker in Hurricane? A road towards #7 would be nearly a road towards #3, it has the advantage of getting horses connected, and makes irrigation towards #7 and #3 easier (which we'll need if we want #7 to grow and stay productive).
I agree though, the worst we could do is trap Tim on our South side, so either we go for it all the way and be sure we are there first (before Tim set a foot on our territory, as he will otherwise be in the middle, and could logically still chose if he wants out to the North or to the South (it's just as far)), or we don't do it. Blocking Tim is going to be needed anyway, but most likely it won't be so bad as we predict, it would surprise me if Tim is heading straight South, he will most likely try to follow the terrain.
Oh, and we'll have to delay Will for 1 or 2 turns too, which will be another problem, we might need 2 warriors for that for a turn or 2. We can't hinder him with 1 like we can with Tim.
DeepO
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Dominae
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I had not realised that a city at site 7 does not get the benefit of the Game tile under site 3 comes online. That is really too much wasted time at this point. For what? A couple of Warriors whom we're more afraid of than anything. As I recall, we promised to exchange contact information simultaneously; they honored that part of the bargain, did we? No. In any case, I'm not so worried if their scouts make it down South. If they read the signs they should have figured out that we have not contacted anyone anyway. So what if they see our best city spots? If anything, this will cause them to back off. They cannot exploit this information in any way (that I can think of). If I were Vox and I saw GS plant a city in a mediocre position just to block my path, I would laugh heartily at my (little) victory.
Economy is everything right now. 6 turns of Game or Wheat will have profound effects on our future development. And, if I hear the economists correctly, the '6 turn' figure is off because we plan to build Worker after our first Settler.
I hope I can convince some to "my side" as DeepO has, because I think this could turn out to be our second big mistake (after unecessarily delaying our Granary by 1 turn...no one's fault, I know).
Dominae
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Dominae
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There are no Barbs. There, I've said it. On even the lowest setting we should have seen a Barb on our landmass at this point (this is just from experience). I think Vox has assumed this earlier than we have (or has knowledge that we do not) and is pushing all Warriors our way without fear.
Dominae
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