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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:26
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quote: Originally posted by DeepO
asleep: no way, that would totally negate the image of the trust we have built when it would get out. And doing anything 'secretly' with Vox is bound to get out eventually...
DeepO |
Oh, Jesus DeepO, I was just kidding. do you think that I think Vox has the wherewithall to pull off such a complex ruse?
Personally I want them dead tomorrow,no ruse involved.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:26
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quote: Anyone have experience with catapults in MP? If we can protect them well enough they certainly would add to the efficiency of our military. I tend to think that keeping a mixed stack of Spears, Swords, and Cats slowly but surely claiming territory will be more effective than trying to blitz with fast movers. Cats aren't all that effective against cities, but against units they often can make a big hp difference over the course of the war. |
I've used catapults in a limited fashion in a PBEM game. I only had two of them (or was it three? hmm). Anyway, I used them to help rebuff a major attack and then assist the counterattack. They do, in fact, hit units out in the open pretty well. But generally I think units that can attack & defend are better, if one is limited. The only reason I had those cats were a couple of 1-shield cities I built to grab some land - I just let those cities build cats (no barracks, so not a waste of a barracks town that could be building me spears/swords/horse).
Anyway, I was looking at the screenies, and it looks like Vox settled their isthmus city on flatland, instead of on the hill (or is there a hill under it?). That's a good thing. Dumb move, IMO. I would have built on the hill, even though it doesn't totally block up the isthmus.
I'm thinking we could do a couple of different things here.
1) Upgrade reg warriors to swords, and use our shields on spears & WCs (or horsemen).
2) Do like Aeson was thinking about and disband our regulars while building replacement vets, and then build auxiliary forces.
3) Go fastmover-heavy and just try to blitz right through Vox.
They all have a certain appeal. 
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:26
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Looks like it.
By the way, regarding my 3 possible methods of military buildup, it should be noted that 1 & 3 are faster than 2. Then again, I'm not sure we want to fight for some time.
However, the longer we wait, the more likely we will need Knights, not War Chariots/Horsemen.
On the upside, Vox apparently doesn't have much food, and only has a lake up north, so AT MOST we're looking at 1 city over size 6 for some time, and I doubt even that. Don't want to deal with that 50% defense bonus.
By the way... here's another possibility:
4) Build a new force from scratch, keeping the regular warriors. Send the reg warriors in first, to absorb Immortal attacks. Then hit the Immorts with our WCs or Horsemen. Then really invade.
-Arrian
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:26
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re: culture
I know that we have no culture, only from the capital. Vox is probably similar, I can't see them taking the time to build a temple in one of their four cities, though that may be the case. if so, we are better off, rather a temple than a couple units.
Once we build a wonder, our culture output will be much higher than theirs.
Furthermore, I don't think that our war with Vox will take more than a handful of turns, hopefully, so culture won't come into play. Of course we would have to exterminate them. Of course, if they pull a lux and buy a city off island, we would have to deal with the problems then.
what about razing the cities for workers? I know its pretty inefficient, and the other teams can capture the northern half of the continent, but if we prep a few settlers just in case....
Of course vox might abandon all of their cities ala lux.
My final point is a suggestion: we draft coracle as a minister to deal with potential culture flips.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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culture flipping: I don't set all citizens to taxmen, rushing workers or settlers, no... but there have been only a few games in which I had to deal with mass flippings too. AFAIK, it doesn't matter if a foreign citizen is a specialist or not, the difference is if he's a resistor or not. And yes, tiles do count equal, which can be the biggest problem in moderate size cities.
In the formula, the sum of foreigners and tiles is mulitplied by the ratio of total culture, which is why I said from the start that we have to make sure that we don't get below half of any neighbour's culture. Otherwise there is no holding back, a city we build with 2 foreign tiles can be completely pacified with 2 warriors if we have half the culture of the civ with those 2 tiles. A city we conquer with 2 foreign citizens, no tiles needs 4 warriors in the same situation. This is still acceptable, as you will need defenders anyway, but if it gets worse (e.g. 5 times the culture) there is no reasonable way of preventing all flips. We are not going to stack 40 troops in a size 4 city to keep it ours...
As other civs have (all?) build temples a while back, we should really start thinking on building some culture of our own, preferably in the form of libraries. The pyramids don't bring that much culture that it will offset the early temples of other civs...
As to WLTKD: very helpful, but only possible in size 6 cities, which assume an aquaduct (as conquering will reduce size). It won't help us in the first war...
quote: My final point is a suggestion: we draft coracle as a minister to deal with potential culture flips. |
Coracle isn't around anymore, but I realized we have a perfect replacement: bigfree1 is forced to leave Lux, why don't we invite him 
DeepO
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Dominae
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bigfree1 is a handful, but he's definitely constructive...quite the opposite from Coracle.
Dominae
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