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Togas
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California
Jun 2002 time: 21:26
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I like how many posts say "Ask Togas" about the issue of borders and relations.
It has been my experience that human players take crossing into another human player's cultural borders without a "right of passage" as an offensive move and an insulting one as well. Despite any previous agreements or discussions about borders, this seems to be a universally accepted "no no", even with scout units.
However, most players seem to feel that it is perfectly acceptable and normal to go anywhere that is NOT within the cultural borders of a civ ... just like you would in the SP game. This also seems to be some sort of universal truth.
The question: "What are they hiding back there in the F.o.W." is one that always seems to get pondered. Most players like to actively explore and find out. Cut off their ability to explore via borders, units, or agreements and players seem to assume the worst.
I have never seen people assume that a team's hidden tiles are lousey terrain. Our subconscious fears seem to always assume the worst about our neighbors. Especially when you tell your neighbor "we have only swamps and deserts and hills. We have terrible land" they won't believe you unless they've seen every inch of it and verified it for themselves. This is a very favorable negotiation tactic for us, because we can tell the truth and our neighbor can't say we're lieing, can't counter that their terrain is worse, but will always secretly believe we're underselling our homeland.
Having your neighbor in the dark about your actual terrain is exceptionally empowering if for nothing else than the hesitancy that a lack of information causes.
To use a slightly different example, when Spain was negotiating with Neu Dem to establish a permanent border we had very different opinions on where the border should be, and very different arguments. Their argument that they had no land to expand into was impossible for us to rebuff at the time, as we had not seen their rear and most of the northern continent. HOWEVER, they had scouted us out, knew exactly how much land we had, and could easily rebuff us if we said we needed X amount of land. They also had their sights set on aquiring land that held valuable resources and luxuries. We, however, not knowing the full lay of their land, could at best argue to split the "known" luxuries with them ... and could never know if they were hiding a few and holding back on us about what they already had.
Knowledge is very powerful. Lack of knowledge can be crippling.
--Togas
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quote: Originally posted by Theseus
Wacky idea of the day:
How 'bout a military camp at 44 from Apolyton?
More over the weekend. |
I could support that; though I'd like 441 even better since it gives us coastal access and there could be bonus tiles we haven't seen yet and it effectively blocks passage to the North.
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Dominae
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I'm in sort of a rush right now, but I believe site 111 should be our first target (thanks Trip for the graphics). I can see how the other site that Aeson mentions gives more Commerce, but 111 goes further in exerting our influence over this landmass. So its a compromise solution. Plus, given that our Settlers will be produced ~8 turns apart, we will not be losing all that much Commerce is we settle 111 before 223.
Dominae
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Dominae
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44 looks like a nice site for a temporary camp, but I fail to see why we should found those first. 111, 223 and 3333 are all sites that should be filled up before we even think about 44. Notice also that 44 shares a Bonus Grassland with Apolyton (and that's about it for good tiles). So our capital is going to be less productive if we want the 44 camp to be even remotely useful (like build a Barracks and Warriors, say).
Dominae
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quote: Originally posted by Trip
I suggest we keep this issue on the back burner (but keep the burner on) until we get to our 3rd city. Certainly making our 2nd city a "blocking" city would hurt us more than help, but by the time we are ready to plant #3, we'll know much more about our neighbors, their scouting efforts, and our own position. |
I fear that it would be too late by then. I hold that preventing any other Civ from scouting up North should be a top priority. They will not be able to correctly assess our situation without having a peak at what we have available. Even if we get them out of there a short time later; since the fog-o-war is gone, they will be able to see any resources pop-up once the required tech is avaiable. Kepping another Civ guessing as to what we are capable of will be one of our greatest assets.
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Well I'm of the mind to believe that they do have at least 3 warrior scouts about since they have yet to build a settler. So scouting through the jungle and finding our Capitol, just as we have found their's is not too far fetched. Keep in mind that we did it with only one scout. Either we were very lucky in finding them or the shape and size of this continent is going to make for some quick contacts.
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quote: Originally posted by Trip
Until the goody hut disappears, we shouldn't worry about them. |
It's in the fog-o-war it could already be gone? Or am I mistaken? I think the map only updates in the fog-o-war city palcements and it's cultural boundaries; not Barb encampments or goody huts.
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Will he be before a Settler or after? (I hope before)
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Poor WBetaHound...what a horrible ending. 
I would think that we would need two Warrior's after the Granery; one to pop the hut and possibly deal with Barbs and another to escort the Settler to be built right after.
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I like the placement except for the top north/west city. I would aslo vbe concerned as to the order of place ment of these cities. I would assume that placing them in order to block passage east would be a priority over which one's would produce the fastest.
MoI; you can't always have the best producing cities come first without sacraficing valuable land that may become invaluable latter.
I understand the need to get cities that will produce as much as possible, but it must be tempered with consideration for it's tactical placement.
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All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
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