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What should we research next?
This poll is closed.
Warrior Code then Wheel 19 95.00%
Something else (post below) 1 5.00%
abstain 0 0%
Total: 20 voters 100%
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Togas is offline Togas
Emperor
California
Jun 2002
time: 21:27
  Old Post 26-03-2003 08:31
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We need to make a decision.

In our talks with GCA today, they indicated they want to research Writing. They offered to trade Writing to us for Wheel & Warrior Code.

BigFree wrote to GhengisFarb, who replied that CDG would trade Iron Working for Warrior Code + Wheel.

We can and should tie down both of these offers with trade deals (and no-trade clauses), but I cannot make official offers until we agree that Apolyton should research those two techs.

We started on Warrior Code this turn. I propose that we next research Wheel.

(this is an informal poll)

--Togas

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:27
  Old Post 26-03-2003 08:35
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I am for it, if we can gain safe guards.

1. They complete the trades whether they gain one or both of our target techs from huts, or not.

2. They, and we complete the deal regardless of other trades made with other civs.

Are there any other loop holes? You''re the lawyer, Togas.

wervdon is offline wervdon
Prince

Nov 2001
time: 23:27
  Old Post 26-03-2003 08:37
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I voted to go for it, though my paranoi says that they are probally just offering us this deal to delay our getting either IW or map making or both.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:27
  Old Post 26-03-2003 08:40 Visit Trip's homepage!
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Go for it.

Dominae is offline Dominae
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Jan 2002
time: 00:27
  Old Post 26-03-2003 10:00
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Sigh, we should have gone for The Wheel first.

But the two deals with GCA and CDG (Iron Working and Writing for Warrior Code and The Wheel) are just awesome. I hope they go through.


Dominae

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:27
  Old Post 26-03-2003 10:01
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Man, I do not like such a long delay to IW, although these trades sound attractive.

Dominae is offline Dominae
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Jan 2002
time: 00:27
  Old Post 26-03-2003 10:02
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Warrior Code first? Are we planning to build Archers? Will the visibility of Horses be so useless to us?


Dominae

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 26-03-2003 10:25
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Agreed, Dominae.

Is it worth it to change now?

That should be discussed.

Trip is offline Trip
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Apr 2002
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  Old Post 26-03-2003 10:33 Visit Trip's homepage!
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If we're attacked, Archers would be of much more use to us. The only reason to go for Wheel first would be to link up horses for commerce (their use in jungle just makes them expensive Archers anyways). So researching WC first has some practical military usefulness, should the need arise.

BigFree is offline BigFree

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Oct 1999
time: 21:27
  Old Post 26-03-2003 10:46
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I'm in agreement with the choice for WC. If CDG does come after us with Immortals; Archers are much cheaper to defend with (by attacking) than are Merc's. And the differrence between attack stengths compared to defese strengths is nearly the same for each battle.

The outcome is 60/40 in favor of the Immortal. You can adjust things like terrain and experience level of the unit, that does have an effect. Take a look.

Combat Calculator

I cameout with the 60/40 because the Immortals are likely to be attacking from jungle. Our chances would rise if they attacked from grassland. there are many factors to consider when looking at our terrain and where we will be building our cities.

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 26-03-2003 10:54
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Trip, Fast Movers attack and retreat if losing, often. Chariots also upgrade to much better units soon, while Archers do not for a long time, and are always inferior to the alternates.

Warrior, 10 shields. 1.1.1
Archers, 20 shields. 2.1.1
Chariots, 20 shields. 1.1.2
Mercs, 30 shields. 2.3.1

Anyone who seriously suggests that we ever build an Archer, not having started as Militaristic and having spent 25 turns pursuing pacifism, is going to face some very serious questions re strategy.

Either go for masses with Warriors, or quality with Mercs. A very few Chariots (horsemen in training) may be useful. Archers are a done deal. Too late for them, and they should be discarded in our planning.

Trip is offline Trip
Firaxis Games
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Apr 2002
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  Old Post 26-03-2003 10:59 Visit Trip's homepage!
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quote:
Originally posted by BigFree
I'm in agreement with the choice for WC. If CDG does come after us with Immortals; Archers are much cheaper to defend with (by attacking) than are Merc's. And the differrence between attack stengths compared to defese strengths is nearly the same for each battle.

The outcome is 60/40 in favor of the Immortal. You can adjust things like terrain and experience level of the unit, that does have an effect. Take a look.

Combat Calculator

I cameout with the 60/40 because the Immortals are likely to be attacking from jungle. Our chances would rise if they attacked from grassland. there are many factors to consider when looking at our terrain and where we will be building our cities.

Apolyton at size 5 (or so) can pump out Archers every 3 turns. If we know that CDG is coming with a stack of Immortals, then we can get 3 or 4 by the time they arrive. That could be 3 or 4 (or even more) Immortals shaved off of their stack before they even get to attack. That could be the difference in the war.

Dominae is offline Dominae
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Jan 2002
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  Old Post 26-03-2003 11:02
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I'm not sure how many Immortals they can muster in the timeframe being discussed here, but let's say it's about 4 (maybe pop-rushed). Those Immortals then have to trek through the Jungle to get to us. By the time they come a-knockin', we'll have 2 (almost 3) Numidian Mercs. ready, and we'll have completed research on Warrior Code anyway (since a number of turns).

This said, I do not think we should waste any more Beakers on the switch. I would have preferred The Wheel first (since it seems more logical), but there is not that big of a difference between the two options to warrant wasting valuable research-time.


Dominae

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 26-03-2003 11:07
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quote:
Originally posted by Trip

Apolyton at size 5 (or so) can pump out Archers every 3 turns. If we know that CDG is coming with a stack of Immortals, then we can get 3 or 4 by the time they arrive. That could be 3 or 4 (or even more) Immortals shaved off of their stack before they even get to attack. That could be the difference in the war.


We won't have time to build 4 Archers in preparation once we see them coming.

Do you propose we build Archers just in case?

Trip is offline Trip
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  Old Post 26-03-2003 11:07 Visit Trip's homepage!
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quote:
Originally posted by notyoueither
Trip, Fast Movers attack and retreat if losing, often. Chariots also upgrade to much better units soon, while Archers do not for a long time, and are always inferior to the alternates.

Warrior, 10 shields. 1.1.1
Archers, 20 shields. 2.1.1
Chariots, 20 shields. 1.1.2
Mercs, 30 shields. 2.3.1

Anyone who seriously suggests that we ever build an Archer, not having started as Militaristic and having spent 25 turns pursuing pacifism, is going to face some very serious questions re strategy.

Either go for masses with Warriors, or quality with Mercs. A very few Chariots (horsemen in training) may be useful. Archers are a done deal. Too late for them, and they should be discarded in our planning.

It's how you use the Archers that matters.

Even if our Horsemen/Chariots () retreat from a battle, the Immortals will wipe them clean the next turn. Keeping them in reserve in the city will lose almost the entire advantage.

Keep in mind, also, that our entire focus for the next 25+ turns will be expansion. I don't see any Chariots or Horsemen in the build queue. It was hard enough to get the 3 NMs I feel we need to fit into it.

The only time we'd be building Archers/Chariots/Horsemen would be if we found out that CDG was attacking. Chariots are useless, and Horsemen cost as much as NMs, meaning you can't easily pump them out as the Immortal stack approaches.

All that, and we would need to find horses to even make that tech useful. We will have both WC and Wheel by the time our NAP expires with CDG, so we can start building up Chariots from that point, should we feel the need.

Let me say again: Offensive units would only be necessary within the next 30 turns if CDG decides to attack us. If they do, we need to pump out as many units as fast as we can. Mounted units take much more long-term planning to be useful. Also, if we were going to have mounted units, I would want them all at least Veteran or above to maximize their retreat capability.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
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  Old Post 26-03-2003 11:11 Visit Trip's homepage!
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quote:
Originally posted by notyoueither
We won't have time to build 4 Archers in preparation once we see them coming.

Do you propose we build Archers just in case?

I plan to have sentries in place soon after our 3rd city is in place. They will be close enough to the CDG border which will give us around 8 turns warning. If they take the long road or we have something building already (as we should), that's easily 3 Archers right there (from one city), with more very possible when you take into account other cities and pre-build.

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:27
  Old Post 26-03-2003 11:14
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I hope those sentries will not be too well camouflaged in the Jungle, as they might perish from disease...


Dominae

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:27
  Old Post 26-03-2003 11:15
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quote:
Originally posted by notyoueither


Anyone who seriously suggests that we ever build an Archer, not having started as Militaristic and having spent 25 turns pursuing pacifism, is going to face some very serious questions re strategy.


I don't question my strategy as much as you do.

I've presented my case where the numbers speak for themselves when comparing Archer's to Merc's against Immortals. Show me data where Warrior's would be a better cost/effect than would Archer's. Warrior's in the number equivalent to the attack strength of Archer's would cost twice as much to support. In the case of comparing Archer's to Merc's the cost of support is the same but Merc's cost more shields to build.

Also, just because we started off the game with a certain short term goal doesn't mean we shouldn't turn from it if the situation suggests that we should.

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:27
  Old Post 26-03-2003 11:18
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quote:
Originally posted by Trip

I plan to have sentries in place soon after our 3rd city is in place. They will be close enough to the CDG border which will give us around 8 turns warning. If they take the long road or we have something building already (as we should), that's easily 3 Archers right there (from one city), with more very possible when you take into account other cities and pre-build.


I see 1 settler complete by turn 43.

Dominae has jinked the ques to get you your Mercs.

Where are our cities, let alone pickets?

I must look at all this more closely. I am very unhappy to see that we planned and sacrificed for on a granery, and yet will have fewer cities by turn 43 than we would have without one.

This is not good.

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:27
  Old Post 26-03-2003 11:22
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Ooops, sorry.

2 settlers by 36. That is not easy to read.

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:27
  Old Post 26-03-2003 11:29
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quote:
Originally posted by notyoueither
I must look at all this more closely. I am very unhappy to see that we planned and sacrificed for on a granery, and yet will have fewer cities by turn 43 than we would have without one.


My reasoning has been as follows:

1. We need a skeleton standing army to stand (pardon the pun) in the way of CDG in case they are planning on rushing us with Immortals.

2. The best time to fit the Numidian Mercenaries that will make up this army (around 3-4 of them) is right after City1 and City2 have been founded.

3. City2 (the River one) builds a Granary immediately, to compensate for the fact that we've slowed our early growth.

4. Once our small army is up and running, we focus on pure growth unless we're certain an attack is imminent. The warmongers will not be happy about this, but we're going to have to build eventually, and sooner is better than later.

So, the idea of getting Mercs. and Archer oh my is a little much at this point. CDG has managed to scare us into a defensive stance. I want to play it safe, but I also want to call their bluff.


Dominae

Dominae is offline Dominae
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Jan 2002
time: 00:27
  Old Post 26-03-2003 11:33
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quote:
Originally posted by notyoueither
2 settlers by 36. That is not easy to read.


I would appreciate some suggestions on making it more readable. I would also like to know if the queue is generally very difficult to read, or is adequately functional.


Dominae

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 26-03-2003 11:33
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Yes, Dominae. I was wrong in an earlier post. I see the 2 settlers.

I left it standing, because it would be dishonest to go back and change it.

I think I was driven a bit to distraction by the suggestion that we could give the military yet more, Achers and pickets now too.

We must focus on what we do well. Poly builds settlers. Build them!

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 26-03-2003 11:35
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quote:
Originally posted by Dominae


I would appreciate some suggestions on making it more readable. I would also like to know if the queue is generally very difficult to read, or is adequately functional.


Dominae


It works. I missed something in haste. That is on me.

Trip is offline Trip
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Apr 2002
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  Old Post 26-03-2003 11:38 Visit Trip's homepage!
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quote:
Originally posted by Dominae
So, the idea of getting Mercs. and Archer oh my is a little much at this point. CDG has managed to scare us into a defensive stance. I want to play it safe, but I also want to call their bluff.

It's my duty to ensure that we're prepared for anything. Especially after seeing the demise of Lux (when ND hit EXACTLY the turn when we were the most vulnerable), I do not want to take chances like that. CDG has already shown themselves to be rather reckless and not always the most thoughtful (who suggested they put a city there?!?), so an Immortal rush within 20 turns or so is not out of the question. We should be able to counter that threat. Bluff or not, the threat exists, and if I don't press this issue, "I told you so" is not much consolation when we find 4 Immortals on our doorstep with 5 Warriors comprising our total military...

MrWhereItsAt is offline MrWhereItsAt
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Nov 2001
time: 17:27
  Old Post 27-03-2003 01:42
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We're a bit off track here, but I just had to post to say that I would have voted for the Wheel first as well. Knowing where those resources are is such a bonus from early on, not to mention the retreat ability....

This forum moves so fast relative to every other one (except OT)! How do you guys find the time to post so frequently?

Trip, you don't need to answer.

Fried-Psitalon is offline Fried-Psitalon
Prince
Not just another pretty face.
Dec 2002
time: 00:27
  Old Post 27-03-2003 01:59
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(Lengthy Edit, sorry)

quote:
Originally posted by Dominae

4. Once our small army is up and running, we focus on pure growth unless we're certain an attack is imminent. The warmongers will not be happy about this, but we're going to have to build eventually, and sooner is better than later.

Dominae


Actually, I (probably one of the biggest warmongers) support this idea enthusiastically. War is best done when one has a significant advantage; and since we're deciding to forestall the immediate Pillage-and-Occupy possibilities of our Nummies, then absolutely we should use our development advantages, but as you said:

Once we have a small army up and running.


As soon as we have that, we need to grow like mad, and just keep our front line bolstered. If it were up to me, Apolyton would be set on "settler" and only turned off it when it would waste turns waiting for growth. The time wasted building not one but TWO warriors...ugh. Take a risk and accept the undefended capital briefly- it's not like we can't send one of our explorers on a slightly circuitous route to exploration which covers us for the few turns we'd need to get a defender back in there. As a big warmonger, I enthusiastically support aggressive growth- I just think we need to stop playing it so safe that we're afraid to take any risks at all. WE ARE NOT IN A WINNING POSITION RIGHT NOW- we need to take a few small risks or that won't change. I respectfully suggest that while past experiences (Yes, I direct this towards you, Trip) should temper our judgement, it should not rule it to the exclusion of other possibilities.

As far as "fear of the rush" goes, I'm inclined to trust our folks in Intelligence. If they see a sudden rise in the Power rating of Persia (which having a bunch of "1" attack values go to "4" or having new "4" attack values appearing would do) I'm sure they'll holler. Isn't that the whole JOB of our intelligence community? These guys have POWERFUL information tools at their disposal- let's trust them to use them! We'll then have as many turns as it takes them to get to us to prepare- which is a decent number, and that assumes they happen to start their rush EXACTLY when we're completely drained, which, while technically possible, is highly unlikely. This is also why I've been pushing for a slightly more thorough examination of the Persian border- so our math junkies can tell us what their production possibilites are; as I've mentioned to Trip, those hills to the west of our warrior sure would give us a nice look while staying legal..... We keep talking about an Immortal Rush, but I'm not even sure a significant Immortal rush is even POSSIBLE for them yet. They've been researching aggressively and that settler took 30 shields, not to mention the spear (x2?) and warrior we know they've built. There is a mathematical "high end" for what they can have done by now- I think the Intelligence folks combined with a few of our Domestic folks could probably get a REALLY close estimate on what that high end might be. It'd be a pain, but it'd be worth it.

It occurs to me that all of this is kind of "off the topic" but I just wanted to voice strong support as a warmonger for what Dominae is saying- wars are not won on the front as often as they are won before the war even begins... in the infrastructure of the warring nations.

Last edited by Fried-Psitalon on 27-03-2003 at 02:04

realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
time: 21:27
  Old Post 27-03-2003 02:01 Visit realpolitic's homepage!
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I'm for trading techs, it should keep us out of wars for a while.


quote:
Originally posted by notyoueither

Anyone who seriously suggests that we ever build an Archer, not having started as Militaristic and having spent 25 turns pursuing pacifism, is going to face some very serious questions re strategy.



Lone Archers are losers but Mercs & Archers are a viable choice. Mercs could sometimes win on defence, esp on defensive terrian,but why use 30 shields if all we need in a situation is to attack. In a city that produces 7 shields a turn, we're usually better off building archers in 3 turns than Mercs in 5.

I think a ratio of 3 Mecs to 2 Arches would work fine, building warriors for Martial Law purposes.

MrWhereItsAt is offline MrWhereItsAt
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Nov 2001
time: 17:27
  Old Post 27-03-2003 02:05
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This is all true - of course we have the Numidian Mercenary. Not my favourite choice of UU at all, but useful for defence primarily, counterattack if need be. This puts us in a unique position at this stage of the game. We can defend better than anyone, equal only to Greece (do we have a Greece in the game?) and can attack with Archer strength as well.

Once we have defences including some Mercs up, we can build away to our hearts' content. Our strong early UU and Foreign Affairs will mean that we are warned long in advance of a dire situation.

BigFree is offline BigFree

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Oct 1999
time: 21:27
  Old Post 27-03-2003 02:08
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quote:
Originally posted by MrWhereItsAt


This forum moves so fast relative to every other one (except OT)! How do you guys find the time to post so frequently?



Really?

I don't have any other DG experience except for this one. I thought the 'action' would be much more than what it is. We have 89 members and only about 20 active posters(if that). I just thought there would be more activity and input from all the members. Maybe they'll be more active when the game is further along, and there's more "action" to be 'active' about!

 
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