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zeit
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Meet my blade!
Sep 2002 time: 06:24
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We have been making less mistakes than Vox so far, and intend to keep doing that, so i think it's pretty much obvious that a direct head to head against Vox will end at our triumph. The question is- how much are we willing to pay for it? is it worth it? and more importantly, what would we do afterwards?
It seems Vox's land aren't worth much, and would also be corrupt. I'm really beggining to see the option of us not going to war- we would tie Vox in a close (although without long term commitment) to us, making sure they are dependant. With Vox tendency to go for the safest and most lucrative offer around, they won't be aware of the fact that they are clearly second class untill its to late for them to do anything, maybe after a war with Lux with them being cannon fodder (or better yet- thinking that they have, while we actually are gaining most ground, and claiming the prime areas for ourselves) to set up a foothold on the mainland. After this, Vox is a puny state near a well develpod, imperialistic empire (hmm... Gathering Storm Empire, sounds good) and any form is restitance, so to speak, is futile.
I say this is possible, since as i think i managed to read what is the spirit of things in Vox, as some of you probably have, from that chat with JM- they will settle for less now, and won't think about the future, as they are mostly concerned with staying in the game, rather than to win it. We can give them that, while we slowly strip their every chance to arive beyond this survival, and they will be pleased. (see border proposal- Vox is actually settling for being a second best on our continent, while Nathan is taking the role of city placer for them).
Now, if we could just settle the GL dilemma, then we can plan ahead more easily... as far as i see it, its a tough call.
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Dominae
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It is possible to defeat on offense with a numbers disadvantage. It just takes different tactics than a head-on collision with their best defended holding.
If Vox does create a ridiculously fortified city on the isthmus, I hope we do not choose to wait until we have a numbers advantage, and use other tactics (Catapults, anyone?) instead.
Dominae
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:24
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Without getting into the geo-political discussion of our long-term plans for Vox, I would like to explore our offensive and defensive strategies in their regard.
Some initial thoughts on the potential of war in the relatively near-term, with Spears, Swords, WCs, Horsemen, and Galleys:
TIMING
The first question is timing, which breaks down into three parts.
First, our GA. I / we have been assuming we will want to trigger the GA immediately once in republic... is this true? How many towns of what size will we have at that point?
At some point though, while in republic, we may want to trigger the GA via a WC win.
(Important sidenote: Some kind of turn-by-turn forecast of town / unit / tech completions, maybe with some alternatives, would be very useful (and keep Nathan busy )).
Second, the timing of our northern-most towns. If we go to war having NOT built the northeastern and northwestern towns, we'll have two great killzones east and west of the Spinebreakers, and will only need strong defenses on D2 and D6 (btw, I hope no one has a problem with fortresses, as was recently being discussed in General). In that case, the town at the northeast tip of the desert will be very important, and we will probably want a defender on the mountain adjacent to it (due to the probable lack of a lookout defending D8).
Third, the kind of opposition we will face. I'm a bit torn here... on the one hand the earlier the better. On the other, if we set this up right, we might be able to do some GL-farming... yes, on Immortals. Catt had a good name for it: "slow war" if I remember correctly. Given our production and fastmover advantages, this could be quite doable.
OFFENSE
We need:
* Enough gold to upgrade all Warriors. I wouldn't mind delaying the upgrades until we are ready war.
* Enough Horsemen to get through the mountains / jungle.
We will need to decide whether to reserve the Swords for defensive support, or to send them across the mountains to D-ville, with or without Horsemen, or both.
A big question will be how far to push forward... I'd think in the first war at least to the isthmus.
What are our thoughts on offensive galley maneuvers and landings? Maybe on a key position at the isthmus?
Do we worry about CFing? Or do we later make it an absolute, irrevocable, and public part of any peace that CF-towns are returned?
DEFENSE
The key defensive positions were discussed above. I like Nathan's thought of moving D2 and D6 north, but only once we are in position for war, and only in the instance where we have built the northwest-most town and have therefore emplaced D4 and D5... otherwise, if in the case of an earlier war, I'd probably leave'em where they are.
In addition, however, what about garrisons? And key mountain landings to the rear?
Again, I'd want to have some Swords on defense, mostly to take out damaged Immortals on mountains.
Do we want at least a couple of galleys on each coast just in case?
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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City placement isn't only a military thing, so allow me a few comments:
Site #2, which used to be site #6 before (some of the numbers have already been built) should move 7. I know that this means we need a cultural building in either of the three cities to use the fur, but it also makes better use of the coast. It only matters one tile, but one tile more to use is one won 
Site #6 (used to be #11): I've got little opinion on which one is better, it used to be farther from the mountains, but it was changed so that there wouldn't be a cultural battle for the iron, it would certainly be ours. Both are fine by me...
I saw you used an alternate plan, which gives us two less cities. I'm not sure if this is intended, but our border treaty with Vox allows for more territory to use, so why wouldn't we take it? Sure, our defense should be adjusted, but don't 2 extra cities pay for that?
DeepO
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Aeson
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orangesoda
Nov 2001 time: 22:24
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Here is a general rundown.
Cities: (general order of founding can vary)
1. Looking at it again, I would actually swap 5 and 1 in the city build order. This site would be settled by Settler2 from Cyclone.
2. I agree with DeepO, that this should be moved 7. This would be a good canidate for a cultural improvement to grab the Whale and Furs. Opening up another tile to use will overcome the initial -1 commerce by this move. Settler1 from Cyclone.
3. This is a consolidated desert setup, which I think is more in our interest. The northern desert city as previously planned would make defending the Spinebreaker area more costly, requiring us to hold 2 mountain tiles instead of just one (marked X). The fewer cities in this area should help our eventual cities up in the Jungle are be more productive without sacrificing the use of valuable tiles. WC's from X can cover the approach to this city site.
F. This would be a fortress type city, and facilitates a quick temporary passage E-W until the road at X is eventually put in place. Eventually we would probably move this city, but in the meantime it can help with the worker load and opens up more Grassland to be used by 6 initially. Settler2 from EotC.
5. As noted above, this should be swapped with 1. This will delay the city being built 1 turn, but the extra food from the start will more than overcome that. Settler1 from EotC
6. Moving this city back away from the Mountains makes it much more defendable. We don't have to have the Iron, but a Temple is in order here to allow the use of the Whale. This, along with the consolidation in the Desert, should cut the number of Spears we need for the same relative safety. WC's from X (F until the road is built) would be able to attack any unit moving down into the flat next to the city, and still have movement left to fall back after the attack.
7. This city was as far north as I figured on for now. The city planned north would be better suited in the Forest between the mountains, but that would only be available after our treaty with Vox is over with. Just where to found cities past this point would rely heavily on how our relations with Vox are at the time. This is a prime canidate for a Temple. We should ask Vox for possession of the Mountain 8,8.
8 and 9. Both these cities could wait to be founded until after the Jungle was Settled if it comes to that. Both will have access to a Plains tile, but 8's would be irrigated first. A Temple in Tempest can claim the Incence in the meantime. A Temple there is a good idea anyways as it will likely turn out to be our Middle Age wonder city.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Well... I missed that F was also a city. So, you don't actually lose a city, you just move the desert cities so one less desert tile is settled, and a hill is lost instead. Economically a loss, but probably minor enough to keep our defenses efficient.
I agree with Nathan on the most Northern city, as long as the border city is active, that place was reserved for us, so why not claim it. We need two jungle clearings to make it well defendable, but even if it's corrupted, it's on nice terrain.
only comments to the desert cities: if we're fearing any invasion from galleys, these would be best fastly settled, to avoid any beach head claiming our luxuries. In chieftain, luxs aren't that important, but it would be silly to lose them.
DeepO
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