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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:25
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To be edited by the leaders of the Scholia.
Turn is already here. It went very quickly around this time. Important news: 6-6 from the Lookout Ridge a barbarian warrior showed up.
Status:
- Alphabet researched.
- 37 gold cash, +14 per turn.
Urgent questions:
- With what force attack the barbarian encampment?
Military:
- Slash goes 9, heading towards Vox.
- The barbarian camp to be attacked, according to Arrian
Economy:
- Worker finished irrigating, starts road.
Diplomacy:
- Alphabet offered to Vox (this time for real). Maybe our Diplomats should send a note to remind Vox to accept their part of the deal, not to lose one more turn?
Last edited by nbarclay on 24-01-2003 at 21:15
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Shiber
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Haifa, Israel
Jul 2002 time: 07:25
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I'd add this to the urgent questions: should we keep the research rate at 0% until the second tier of the tech deal is finished, or should we begin researching writing this turn?
Btw, AFAIK we still have two and a half green hours left. Am I right?
Last edited by Shiber on 24-01-2003 at 16:31
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Shiber
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Haifa, Israel
Jul 2002 time: 07:25
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quote: Originally posted by DeepO
Shiber, how come there has to be a camp near Vox's capital? 66 is to the West, while their capital is to the East...
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I'm sorry, I remember reading 9-9. The tireness must be getting to me.
Anyway, I agree that we should go hunt for it. 25 additional gold will help Vox upgrade their warriors to immortals, and we should make sure that this gold goes to us instead.
How do you suggest that we get there? Perhaps we should tell Grog to abandon Lookout Ridge and look for the barbarian encampment, and tell Slash to head to Lookout Ridge and replace him (he's currently 6 tiles away). Grog should still be able to see the Voxian worker after two turns of moving 6, if the worker moves 3, and from then it's 4 turns of blackness.
I don't suppose it would hurt that much to not be able to see the Voxian worker for several turns (nothing that 25 gold can't fix, anyway).
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Shiber
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Haifa, Israel
Jul 2002 time: 07:25
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quote: Originally posted by Sir Ralph
I'm not sure I want to harm the encampment. The barbarians are threatening the Voxian roadbuilding,
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I disagree. The barbs are no threat to the Voxian warrior protecting the worker (due to the insane combat bonuses against barbarians), and as long as he's on the worker or one tile away from the worker, the worker is protected from barbs as well.
IMHO, allowing the barbarian encampment to live on will just provide the Voxian warrior with free training.
quote:
Next question, with what force to attack the camp? Slash is still far, and I wouldn't want to leave the Lookout Ridge with Grog. |
I don't see any other viable option. We'd have to stop watching/blocking the Vox warrior near the coast, but that's too much of a price to pay. Using Grog to kill the encampment while sending Slash to replace him will mean that Lookout Ridge will be left unoccupied for six turns, which isn't a big price to pay, considering the winning (and depriving Vox of) 25 gold that is just ahead of us if we choose to send Grog.
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Shiber
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Haifa, Israel
Jul 2002 time: 07:25
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quote: Originally posted by asleepathewheel
If we leave the ridge, it might be occupied when we get back?
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We've agreed that the ridge is ours. If they occupy it, that will be a violation of an agreement.
They won't move the warrior into the ridge without moving the worker along with it as well, because that would expose their worker (and since they've broken an agreement, we'd have a reason to attack). If they move both the warrior and the worker into the mountain, the worker becomes useless (I don't suppose they want to road that mountain... so as long as the worker is on the ridge, it's doing nothing but wasting maintenance money), and as soon as they move the worker (along with the warrior, for cover) off the mountain in order to continue to use it, we'd be able to take our old post back.
Of course there is the possibility that another Voxian warrior will show up and take a position on the mountain. That would be very provocative, and would take a lot of courage (and some stupidity, perhaps) from Vox to do. We are not prepared for this option, and we can only hope that Vox will not try it - for their sake, as well as ours.
To conclude, I suggest that we take this calculated risk and send Grog to kill the barbarian and his encampment.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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I don't mind the single barb, he could provide some fun. Indeed, maybe he does go to the road, for pillaging, that would be a huge bonus for us (having that road disrupted, while not taking any diplo hit for it). But what are the chance that he won't simply go straight for the worker and his guard?
Camp: I don't want to abandon Lookout Ridge... Grog can move once Slash is near him, otherwise not. Vox would be wise to take it, as it can oversee the passage, and we need to keep an eye on what they are moving our way.
Slash: it seems he needs to go after the camp, or at least move closer to lookout ridge, but of course, what can happen on our Northern foggy side can also happen on our Western foggy side. I always thought of the incense desert as a perfect place for some barb camps...
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:25
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I agree that we should hunt for barbs. It will really mess with vox's head and net us 25 gold and a vet warrior
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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more warriors: do we really need them now? Hurricane could be left undefended for a few turns if it needs to, the warrior from EotS can reach any barb coming towards in 2 turns once the road is finished. It is a bit of a gamble, of course...
I wouldn't go building more warriors now, I prefer spears. Against barbs, a vet spear does not risk to lose, and spears can replace the defense of cities just as easily. We need to build other things first.
How to get the camp: one of the easiest solutions would be if we move Ouch, but this means we lose the shadow of Willy. Vox hasn't seen the barb yet, or Willy would move towards the camp. If we don't want to risk Ouch, maybe we can send a message to Vox, telling them of the camp, and asking to take it out, sharing part of the gold with us. Slash is kind of far away...
DeepO
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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quote: Originally posted by DeepO
BTW, seeing the screenies, I strongly oppose moving Grog. the Voxian guarding their warrior won't move off, but if he sees Grog moving, he could take advantage of the situation. If he's on the mountain, he'll see just as good as where he is now, so we're the ones that lose.
If he decides to attack the barb, it is risky on their side, and the chances of getting promoted are only 1/12... not that good. |
If we move Grog 6, he's still right next to their worker. Would Vox dare move their warrior off their worker under such circumstances?
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:25
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And Slash, and Zonk?
I think, with showing up of the barbarians, we must rethink our paper-thin defense strategy. Economy is not all, if a city getting sacked can cost us a citizen or a lot of gold or shields.
Thoughts?
Ah, btw, Nathan, could you please play this turn? I'm having a hard time to follow the threads, I feel awful. I may be able serve my PBEM games, because I get notified, but staring at the screen and follow the discussions hurts a lot. Thanks a lot.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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What if we let that lonely barb as he is, and try to see what we can do about the camp? I doubt that neither Vox nor ourselves are going to get a promotion from that barb, defending or attacking. The best he could do right now is pillage that road, other then that there is real gain for him.
Vox doesn't see the barb yet, so moving Grog off now doesn't make sense, or he needs to head straight for the camp. Next turn, the barb will most likely move towards us, or the worker, with a bit of luck we can reach him from our mountain. But again, it won't matter much
What if the warrior from Hurricane goes up to shadow Willy, and we move Ouch? it should be relatively risk free. and if we start this turn, we hopefully outrun Willy
DeepO
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