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Shiber
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Haifa, Israel
Jul 2002 time: 07:25
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Let's rethink our ETA on the attack on Vox. Now that we know for sure that they are serious about returning to Bob (they are building up forces, hoarding gold and are asking for tactical assistance), they are becoming useful to us again. If they do it right (we can make sure that they do, with our "tactical assistance"), the Bobians will have a very hard time driving Vox out; whether GoW and ND succeed or fail to drive Vox off of Bob, they would lose many units (Vox will have fortified pikes on hills for defense and immortals for counter-attacks; some should be veterans, as we already know from the shot of the first Vox invasion force that GoW have sent us that Vox has at least one veteran immortal). This would weaken them greatly, perhaps even delay GoW's switch out of Despotism even further.
Let's hold back talks of conquering Vox for a while, and see how well they do on Bob.
Btw, if we refuse to allow Vox to pay us with gpt, they'll get suspicious and might cancel their incursion to Bob and start concentrating defenses. Let's let them live for now, only to strike at Bob, and then conquer them once their military operation is over (either they obtain a stronghold on Bob or lose and get pushed back to "Northern Estonia"), and they are once again of no use to us.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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If we attack Vox, we might strike a deal for a simultanous attack on Vox with GoW. They can't withhold that power on two fronts, their immortals have just be degraded to just another unit, instead of the biggest attacker available in the world. Med. Inf. has the same ADM, only at increased cost, and Bob will can defend with pikes against them.
So how good can they do on Bob, if they go in by force? Any communication with them should mention it (not stress it, but mention it), they need a very solid army to be able to keep a beachhead on Bob.
Is there really another option then to go for Vox first? if we don't take them, we need to invade Bob ourselves, and we're a long way from having decent enough forces to hold our defenses against 2 or 3 determined teams.
ETA on war with Vox: maybe Aeson has a better view on it, when he gets back from his GotM frenzy, but let's assume we'll need at least half our GA of building up forces, and gathering money. It's also safe to assume that we will wait for knights, because we would be fighting pikes. So, that puts as at at least 10 turns after our earliest discovery of feudalism (we need the upgrade money too) for chivalry, also roughly halfway in our GA, being 17 turns from now. Probably a few turns later, for additional reserves, possible loans to GoW, and other things beyond our control.
DeepO
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zeit
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Meet my blade!
Sep 2002 time: 06:25
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quote:
If we attack Vox, we might strike a deal for a simultanous attack on Vox with GoW. They can't withhold that power on two fronts, their immortals have just be degraded to just another unit, instead of the biggest attacker available in the world. Med. Inf. has the same ADM, only at increased cost, and Bob will can defend with pikes against them.
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Good idea. I also believe war with Vox would be our preferred course of action at this point- Vox will stretch over two continents, we'll have an excellent opportunity to use their arrival on Bob for several things:
1) Strengthening our relationships with the northern Bobians, and especially GoW by having an anti-Vox alliance, or a NAP in case we take on Vox alone- we'll tell them that their enemy is also ours, and that we have no interest in their territory
2) Isolating RP- clearly our main threat in this game, along with Lego. By treating the northern Bobians as seperated, striking NAP's with them instead of the Bobians as a whole, we will have a decent shot at RP.
3) The obvious- complete dominance of our continent, which will make it easier to defend it, and would leave us alone to develop it fully- even with our territorial inferiority- our level of development and isolation will give us the necessary edge until we can claim foreign lands (or raid them ).
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Shiber
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Haifa, Israel
Jul 2002 time: 07:25
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Shouldn't we rather attack Vox only after we've built Leo's, if we're going for it? Attacking Vox 15 turns after we discover Feudalism seems a little wasteful to me, if we can wait a few more turns for Leo's to finish and then do the upgrading, move in the troops (another few turns, I know, but it saves us a lot of cash) and attack.
Anyway, I prefer Aeson's price. Who knows, they might take it, and if they don't, we can always lower it to 6 gpt or 5 gpt and then they'll take it.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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I still don't like it. Sorry on last message, BTW, rather large crosspost as I was chatting with Lego...
The problem is that I want that map. I don't care if that alone will mean we won't be able to attack Vox at the perfect time, and will lose a bit more on that, but that map is worth Vox right now (a lot more then 160 gold).
So, if you can find a plan were we both get that map, and can honorably face spears, fine, I'm all for it. Otherwise, we should wait, build up forces, build Leo perhaps, and go in later, at higher price. The map, if given in form of a WM, and not in screenshots, will be very useful for many turns to come, and I'm almost certain that none of the Bobian civs will ever trade it to us when Vox gets erradicated, and they are the next logical target of GS.
DeepO
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Aeson
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orangesoda
Nov 2001 time: 22:25
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quote: So, if you can find a plan were we both get that map, and can honorably face spears, fine, I'm all for it. |
1. Build our Northernmost border treaty city, hook up a road connection to dissidentville ASAP. ETA if we put a second worker on the job (when we can spare it in 4-6 turns), 10 turns.
2. Have EotS start pumping out Horsemen/Swords/Pikes, we should be able to build 9 by the time Vox could possibly get Feudalism due to NDA's (requires us to build a Barracks in EotS after 2 more Workers). Tornado and Bolderberg can each contribute 2-3 more units each. Add to our WC's we already have and it's enough to take Dissidentville and the Iron crossroad, especially considering the rate at which reinforcements will be available.
Send a Galley (we should have 2 from Typhoon by then) up each coast, and position them so that we have as much warning time as possible should Vox send Galleys S. This is actually what we should hope for, as we get a shot at killing 90 shields of units for 30 and/or Vox is leaving their homeland more open for invasion. Our GA production can easily build double the number of units Vox could land, before they can land them. Plus our added ability to upgrade Warriors if necessary.
3. Stack 6-10 2 move units in that city, and all our Pikes/Swords we have at that point. Vox can't see we have them there, other than that we have a Pike in the city, and the 2 move units are all within striking distance of Dissidentville. Once Dissidentville falls, a fast mover or five (Dissidentville is pop rushing Spearmen and moving them N, so probably only 1 Spear in the city) can get up to the Iron crossroad that same turn, cutting off Vox's Iron. Our Swords and Pikes get to the crossroad the next turn to secure it. Vox's closest city is 4 tiles by road away, Immortals can't react in time, especially ones on BOB.
4. On the 3rd turn, we take the isthmus city with fast movers if we have enough left to take it. Should have 6-8 full health at the Iron crossroads. If we lose/damage more than we should in taking Dissidentvill, send everything we have on the Hill at the chokepoint (minus a Pike to hold the Iron crossroad) and take/raze the chokepoint city the next turn. Wait for reinforcements while killing any units which venture near us. If we raze the city, cut the road so Immortals can't attack us before giving us first shot. If we take the city, the cultural borders should keep us safe as Vox has no Horses. Kill anything and everything that wanders by until we have the forces we feel necessary to take Vox out completely, sending a few Pikes up into their territory to recon where their other Iron source is (if they even have one).
5. The 30 shield per turn city can start pumping out 2 turn Knights if we are willing to spend the cash, 1 turn production (30), rush Med Inf (40), 2nd turn production the Knight is done. Arashi may also be at a good Knight production level at this point (17-18 shields per turn, 3 turn Knights).
6. Show GoW or ND the map we have of N BOB (which basically shows most of their territory anyways), and get their World Map as part of an exchange for Chivalry. Let them bid between themselves to be the one to give us the map for a discount (which equals more upgrades for either of them).
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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quote: Originally posted by Aeson
Also inquiring if the maps Vox is in possesion of are legally available for trade. |
I agree on all comments you make, but this is the most beautyful one. If we ask RP whether Vox is doing it legally, we can be sure that if it was ever discussed on Bob, RP is going to stir tension even higher.
However, there is one downside to this. We basically spoil what deal we can get from Vox, and spoiling secret, diplomatic relation is not very honorable. We should pack the message in such way that we don't need to outright tell a Bobian Vox has offered it to us. We could state it so that they would assume we were talking about Vox, without ever confirming, though.
I would get this out asap to all teams we send the previous offer to: none have answered yet they want to pay a certain amount, so this will push them farther. In the mean time, we might consider asking for a 10-turn NDA, instead of 7, supposedly to better protect our interests.
DeepO
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