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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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Well, perhaps it's time to centralize some ideas wrt to Grog. It's obvious that Vox would rather see him go, so they don't need to protect all their workers from him. It's also obvious that Grog is our best scout, not only to keep an eye on Vox (and his workers), but also to other civs that might sail down the coast towards our cities.
At first sight, we don't want to move him, Vox wants to, and we need to anticipate that in a few turns, they will simply demand his departure. How are we going to react to that, and what can we tell them to convince them to let Grog stay for as long as possible?
One thing to consider: if Grog would be retracted to behind our borders, Vox would keep less military around for protection. I'm not saying that as a result Vox will have less troops, but I assume they will use more troops on our borders, and less troops to spot for barbs. If they intend to keep their workers undefended in the middle of the jungle, while barbs can rise, it might not be a bad idea to let them do it. 
DeepO
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Shiber
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Haifa, Israel
Jul 2002 time: 07:26
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quote: Originally posted by zeit
What i mean is, that it thickens our case, on a first glimpse- we have two "self defense" arguments. If one is weak, than we shouldn't focus on it, but it doesn't necessarily mean we should drop it. |
I disagree. I've been to several lectures on rhetorics, most of which revolved around the matter of how to properly convince someone. One of the most important things that I've learned is that adding weak arguments to support your point does not add more power to your stand; in fact, in most cases it will even set you back.
If a strong argument is coupled with a weaker one, it would appear as if the speaker does not put enough confidence in his stronger argument, so he decided to add another one, to strengthen his point; if it is a really weak argument, like in our case, it would also convey that the speaker is so uncertain of his point or stand, that he felt the need to add additional arguments, even if these are very weak and almost completely irrelevant.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:26
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quote: Originally posted by Shiber
Never underestimate your enemies.
Vox is not stupid. Childish and hasty, yes, but not stupid. In any case, the rules of rhetorics apply to all men, especially to the dim-witted. Therefore, my suggestion to drop the weak argument and use only the strong one remains. |
It applies to the dim-witted only if they realize that the argument is weak. But assuming that someone won't recognize a weak argument as weak is dangerous.
Regarding warning about galleys, Vox would certainly respond, "We can warn you if foreign galleys approach." So I can see that argument flying maybe a centimeter or so before it falls to the ground with a resounding thud. (Hmm, if we have a regular warrior we haven't gotten around to naming yet, Thud might be a good name for him. )
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alva
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Republic of Flanders
Sep 2001 time: 06:26
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Isn't Thud the name of a member of the RP-team?
And Shiber is right.
Btw: I just thought of something. You can't an embassy while at war, can you?
So that's not a bad thing, and something we shouldn't mention to Vox.
Last edited by alva on 27-02-2003 at 01:48
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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Alva: embassies: we should mention this to Lux, but I doubt that RP wouldn't establish an embassy, and act as a scout for ND and GoW.
Re: galley argument: is it so weak? Grog gives us an advance warning of multiple turns for any galley coming from the North, I think that's important.
I'm half willing to accept that Vox can be trusted enough for us to retreat Grog, and Lux could be monitored a lot better with Grog on the road to Lux, instead of on lookout ridge. I also can imagine that it worries Lux to have a warrior this close, indeed, a road is easily pillaged.
I was thinking on perhaps making a deal with Vox:
- First of all we clearly state all reasons why we would want him there (galleys, Lux and Vox(in that order of importance))
- Second we give them some way of destroying him, by e.g. saying we think it is ok if they positioned an immortal on the road North of Grog. If we move Grog without previous consent, they're able to destroy him without us ever treathening workers or improvements.
- Third, we can ask to quell our fears, by not accepting any immortals South of Grog, and warning us when a foreign galley is visible from the Voxian home land.
I agree it's kind of strange, but if we give them the means to get rid of Grog if he doesn't behave, maybe they will permit him to stay considerably longer. And by asking for the third part of the deal, we might get some recon after Grog is forced to move to prevent him from staying in Vox cultural borders.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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Yeah, if it wasn't like that, we would be best to establish emassies everywhere, so that others have no map information on our capital. But indeed, I was rather surprised to see Alva's capital at once in the the Euro PBEM, and right now, I think I was lucky: let Alva see my capital, if I can see his and don't need to pay anything for it I'm fine. I'm sure Nathan is less eager to establish an embassy in that game now that he knows this, and I'm certainly not interested in paying for his view 
BTW, I never noticed it in SP games, but it's quite likely that this hasn't changed. I sure as hell would think it would make the MP games deeper if Firaxis changes it in a one-way view.
DeepO
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