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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:24
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Unless Vox moves out of our way, they have us in a box. They can share research with someone, and we can't. There are two basic ways out of that box. One is to conquer Vox, which, if Vox turns into a porcupine behind their chokepoint, would be a lot easier said than done. (See DeepO's suggested Vox strategy in the "Vox's point of view" thread.) The other is to go for Map Making and do an end run around the chokepoint to get contact.
If we want to use the Map Making approach, I think we're best off getting Warrior Code (in case of a minor incursion not worth blowing a GA over) and then beelining for Map Making. Against any serious attack, we use WCs, and we focus on building cities in locations WCs can defend. That overcomes the problem of only Vox having contact with the rest of the world as early as possible, a lot earlier than we'd be able to mount a military assault with any realistic chance of victory if Vox plays well. Not being able to settle safely in areas we'd need swords to defend effectively would cramp us a little if disease doesn't slow us down, but not too badly. We could also try trading to Vox for some military techs and hope their greed for playing tech broker overcomes their fear of trading anything we could use militarily. (Note that trades don't necessarily hurt us relative to Vox so much as they help the overall tech pace go more quickly. A fast tech pace in our area is a bad thing if we're counting on defeating Vox before they get pikes, but may actually be a good one if our long-term plan is to use trade ourselves to gain an advantage relative to the rest of the world.)
If we go the military route, we have to dedicate ourselves completely to conquering Vox as quickly as we can. That would be expensive, and would set us back considerably both in research and in city improvements compared with other teams, but doing the job halfway would hurt us a lot worse. The more I think about such an approach, the more I hate it because even assuming we can win against Vox, we'll probably blow our chance of winning the game. That's especially true if Vox decides to die fighting rather than give us anything of significant value in return for a peace treaty that would leave them in a hopeless situation anyhow. (In other words, don't count on getting anything through extortion.)
I'm starting to lean heavily in the direction of a beeline to Map Making (probably with a detour through Warrior Code first) and trying to maintain peaceful and constructive relations with Vox for the time being. The military risk should be small given that they don't have barracks yet and have so far to travel to reach us (not to mention the apparent total lack of warriors in their cities waiting to be upgraded at present), and I think it's by far our best chance of winning the game (as opposed to just beating Vox and then finding ourselves horribly behind the rest of the world).
By the way, in a test run I just did, even with disease striking shortly after building the third settler, Map Making came in 1425 BC. That's somewhere in the neighborhood of 35 turns from now if my calculations are right, and long before we could mount a credible attack. A detour through Warrior Code (which I skipped) would add about three turns.
Nathan
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Dominae
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Peace. The REX phase is no time to fight.
Dominae
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:24
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quote: Originally posted by Sir Ralph
Agreed, peace. But we can't REX like in an SP game, completely neglecting our defense, because we can be sure that the AI is REXing too. I strongly suggest to research both Bronze Working and Iron Working, before we go for Map Making. Both we should be able to get at reduced cost, because Vox most likely has it. Mind you, that they know about our weakness as long as they have "Bronze Working" enabled in their tech section in the diplo screen. Btw, they don't have The Wheel yet. About Pottery I'll know next turn. |
The funny thing is, the less good a job Vox does of analysis, the more likely they would be to view our not having Bronze Working as a sign of weakness. A good player would consider it likely that Egypt simply doesn't care about Bronze Working because they expect WCs to be an adequate defense - especially considering how little spearmen are worth against immortals. But a less good player might miss that nuance.
I suppose if you want Iron Working that badly, it won't be that big a deal. Bronze+Iron instead of Warrior Code would only delay Map Making by about five turns or so, and that shouldn't kill us; most likely, it won't matter at all, but it could cost us a trade or two if the timing's wrong.
Nathan
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Dominae
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Sir Ralph is right: although our WCs do have a tactical edge by being able to retreat, they by no means trump Immortals. I believe the reason why we may think so is that in SP it is all too easy to dispatch of even the largest Immortal SOD, with proper planning. In the hands a human player, I doubt repelling them will be that easy. It's our best defense, so we may as well use it, bet let's not overestimate our chances, either.
I still vote for Warrior Code first. It seems to cover all the bases (war, peace, trade, contact, prerequisites, you name it).
Dominae
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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 nbarclay
Give DeepO a lot of the credit for my conversion toward favoring a peaceful route. His persistence shook me out of a militaristic rut my thinking was getting caught in. |
You're welcome And it's always good to convert someone to the light side
I agree with getting mapmaking fast, of course, and I generally think that route is going to have a lot of bonusses. For our military purposes (which we absolutely do not have to forget, Vox will be conquered if I have any vote in this!), catapults should be reconsidered: so far I have seen no comments on it. Personally, I believe they will save the day in our situation: we will get, after expansion, a lot of cities, and a lot of production. Further, we will need to concentrate much of that force on one point only: the Neck. This is ideal for bombardment... (which will also provide some covering fire against counterattacking immortals).
As to which tech to research: I don't know. BW seems best, if only to push the Voxians in using immortals if they decide to attack us. IW would be nice too, but I'd try to trade that, if possible. Once we get there, we should have a lot more insight in our diplomatic stance to Vox, which could still be very tradeable.
The comment of us trading with Vox will not necessarily be a bad thing, it will give Vox more techs then us, but speed up general research in our area, which in turn favors us is a very valid one. Think about it: if the research pace increases, the civs with most research will benefit most. And who is that? Us. And it will get worse for the other teams: if we get the chance to expand peacefully, eventually building libraries everywhere, no warring civ can catch us 
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Sir Ralph, I proposed that a few days ago, and still like it. But the same arguments I heared then still apply: the wheel seems a very good pay for BW, too good to be true. And most likely, while BW will not be tradeable, the wheel is.
I agree on alphabet though, but if possible I would let them know we are going for it, and ask if they would be interested in trading it for IW. If Civ X is expansionist, they won't, and neither when Vox is reseaching it themselves (on route for literature).
Note that the GL is a very possible goal for Vox, if they would decide to remain isolationist. We were thinking on it ourselves because we thought to be isolated, but all we imagined for ourselves does now apply to Vox. (apart from the superb production, and relative ease of setting a wondercity apart).
Damn... another insight for the Vox's View thread... will be updated later on.
DeepO
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